• Title/Summary/Keyword: Mobile branded application

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An Investigation of Factors Affecting Consumer Intention to Use Branded App : Focused on Technology Acceptance Model(TAM) (브랜드앱(Branded App)의 사용의도에 영향을 미치는 요인에 관한 연구 : 기술수용 모델(TAM)을 중심으로)

  • Jang, Sunghyun;Lee, Jungki
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.51-76
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    • 2014
  • As the smart phone devices gain popularity, companies no longer consider mobile application marketing as an auxiliary marketing tactic. The branded mobile application (branded app) becomes an important part of marketing strategies. This study is an attempt to investigate antecedents of the use intention of the branded app from the perspective of TAM (Technology Acceptance Model). This study takes a macro perspective in explaining the adoption process by incorporating a set of new, yet promising additional variables into the TAM model such as flow experience, benefits, innovation inclination, and customization features. Data were collected by using a survey research. A total of 270 responses were collected. Questionnaires from 25 individuals were removed from the data set due to the insincere responses, leaving the final sample size of 245. Findings support all but one hypotheses of the study. Both perceived utilitarian benefits and customization features of the branded app were found to have positive influences on the perceived usefulness of the branded app. Also, the innovation inclination and perceived entertainment of branded app users showed positive influences on the perceived ease of use of branded app. In addition, it was shown that the perceived usefulness about the use of the branded app influenced positively the flow experience and the users' attitudes toward branded app. Also, the ease of use perceived by branded app users had positive influences on the perceived usefulness and the user's attitude toward branded app. However, the ease of use of branded app did not have a significant influence on the flow experience among users. Moreover, the flow experience from the use of branded app users influenced positively the user's attitude toward branded app. Finally, the users' attitudes toward branded app had positive influences on their intention to use the branded app. Implications for practitioners and academicians are provided.

The Study about Narrative Structure of Branded Contents -Focused on the Mobile Applications for Food Delivery Service (브랜디드 콘텐츠의 서사 구조 연구 -모바일 음식 배달 어플리케이션을 중심으로)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.503-515
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    • 2016
  • The branded contents include various advertisements showing brand storytelling. A new mobile application service market for food delivery uses branded contents to become familiar with consumer in the beginning and built unique brand image in comparison with a rival company in the time of elaboration. This study analyzed the narrative type and structure of brand storytelling in branded contents of the three representative applications, 'Baedal Tong', 'The ethnic of Baedal', and 'Yogiyo'. Still a few study has researched the narrative type and structure of brand storytelling though different effects as narrative type. This paper divided four types of brand storytelling as the roll of brand through typology of Northrop Frye, romance, comedy, tragedy, and irony & satire. And it analyzed the narrative type and structure of branded contents of the three applications using these types and researched strategy in each time. The various narrative types beyond classical romance type are effective for brand positioning though market enter moment. This study will be helpful for the research about narrative strategy of branded contents.

An Exploratory Study of Smartphone Fashion Application to Promote Mobile Shopping (모바일 쇼핑 활성화를 위한 스마트폰 패션 어플리케이션에 대한 탐색적 연구)

  • Sung, Heewon
    • Fashion & Textile Research Journal
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    • v.14 no.6
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    • pp.941-951
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    • 2012
  • As smartphones permeate the consumer lifestyle, branded application and mobile shopping have also received increased attention as an important marketing channel. This study identifies the general information about the use of smartphones, attitudes toward fashion applications, and mobile shopping intentions for smartphone users. Focus group interviews were conducted and 22 interviewees participated. The age of the participants ranged from 21 to 45 years old (55% were females). When examining the motivation to adopt a smartphone, respondents presented the comparable characteristics of early adopters and late adopters according to the time of adoption. Most respondents over the age of 30 showed some troubles to use a smartphone; however, participants in their 20s tended to enjoy exploring the new technology. More than half of respondents were aware of fashion applications, but were dissatisfied with fashion apps and used them infrequently. Respondents pointed out that fashion related apps were not too practical because they were not updated regularly, provided only limited information, and focused on brand promotions. In order to increase the intention to adopt mobile shopping, the price and payment security system needs to be considered. This was an exploratory study to identify the possibility of fashion branded apps as a major distribution channel. The findings of this study provide fundamental information to formulate marketing strategies for fashion businesses that have developed fashion apps.

Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory- (패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로-)

  • Park, Shin Young;Lee, Yoon Kyung;Lee, Mi Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.1
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

The Analysis of Advertisement Effect in Smart Phone Environment : The Comparison of Users with Providers of Commercial (스마트폰 환경에서의 광고효과 분석 : 광고 사용자와 광고 제공자의 인식차이 비교)

  • Ha, Seong-Ho;Oh, Jun-Seok;Lee, Bong-Gyou
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.221-239
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    • 2011
  • Various applications are developed with the extension of the smart phone market. This affects the change of contents and market for mobile advertisement. Mobile advertisement has been changed from the text type in feature phone environment to banner type which are added on the applications and branded app which are application itself for commercials. This research shows the difference in views between users and professions for the factors which affects the acceptance of mobile advertisement in smart phone environment. The analysis results present two groups have significant differences in the views for the users' acceptances of mobile advertisement. This research provides the important factors which need to be considers in creating mobile commercials. It also suggests that professions in advertisement field have to consider the aspects of smart phone users when they create advertisements in smart phone environment.

The Effect of Brand Experience on Use Intention of Continuous Brand App (브랜드 체험이 지속적인 브랜드 앱 사용의도에 미치는 영향)

  • Lee, Seong Ho;Jung, Kyung Sik
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.455-463
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    • 2015
  • As recently increased penetration of smart phones, branded applications(the brand app) via mobile are growing rapidly. Since these brand apps are being used as means of corporate marketing and sales, many consumers have been using them. However, there are few studies about brand apps. And it is also necessary to study about continuous use of brand apps because they are easy and free to download and remove. In this study, we analyzed how a variety of brand experience have impact on the brand apps' continuous use. As a result of this study, sensory, affective, behavioral, and intellectual experience as a brand experience affected brand commitment positively, and then the brand commitment had a positive impact on the degree of brand loyalty and continuous use intention. Eventually the more brand loyalty, the more continuous use intention of brand apps. That is, consumers' experience about a variety of brand apps makes customers' brand commitment and loyalty increase and keep customers using the brand apps consistently. Therefore, if companies let the customers have various experience through brand apps, they will have good marketing performance.