• Title/Summary/Keyword: mobile handset market

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Factors Influencing Policy to Subsidy Regulatory of Smartphone on Purchase Decision (스마트폰 보조금 규제 정책이 구매결정에 미치는 영향)

  • Nam, Soo-Tai
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.136-138
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    • 2015
  • Recently, with the rapid expansion of the mobile phone, such as the high price of the smartphone is being constantly handset subsidies at issue in the social harm caused by excessive competition in the mobile communications market. In this research, we aim to analyze factors influencing of the policy to subsidy regulatory on decision to continue purchasing intention of consumers. Predictor factors were selected the perceived usefulness, the perceived ease of use and the policy to subsidy regulatory on the previous study. Participants of this study be going to 200 mobile users in Busan Gyeongnam and Jeonbuk province in accordance with convenience sampling. IBM SPSS Statistics 19 were employed for descriptive statistics, Smart PLS(partial least squares) was employed for confirmatory factor analysis and path analysis of casual relationship among variables and effect. This study suggests practical and theoretical implications based on the results.

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Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Telecommunication Service Usage as Predictor of the Timing of Handset Buyers' Replacement Purchases (통신서비스 이용행태 분석을 통한 휴대폰 교체기간 예측)

  • Park, Hyun Jung;Kim, Sang-Hoon
    • Asia Marketing Journal
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    • v.7 no.2
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    • pp.47-69
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    • 2005
  • With the explosive growth of mobile products industry, tons of newer versions of products are putting on the market. From the marketer's perspective, understanding consumers' replacement purchases, especially the replacement timing, is essential to product planning and selling. This study presents an approach to finding out factors influencing the timing of buyers' replacement purchases of cell phones, using duration analysis; a hazard function specification is applied to describe consumers' replacement timing decision. Based on the data collected from a mobile telecommunication company, five categories of factors have been inspected. These are consumer's innovative service usage, data service usage, voice service usage, participation in loyalty programs, and the demographic characteristics. The results of the study are as follows. Firstly, the positive coefficient of 'the number of related services used' suggests that the consumers who have more usage knowledge tend to replace faster. Secondly, customers participating in the membership service are positively associated with early replacement purchases. Lastly, younger customers(vs. older) and male(vs. female) customers turned out to replace cell phones earlier.

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