8,188 research outputs found

    An Empirical Analysis of Usage Behavior by Content Type and Behavioral Orientation on a Mobile Music App

    Get PDF
    Recently, many mobile apps have made viable new business models such as in-app purchase. In this paper, we quantify how mobile app usage relates to the unique characteristics of behavioral orientations and content types, focusing on the interrelationship among content usage in the context of in-app purchase. Using a large-scale dataset of individual content usage in a particular music mobile app, we build a simultaneous equation panel data model to examine dynamic interdependent usage of mobile app. We find a positive temporal effect of self-oriented content usage (download) on other-oriented content usage (gift), based on behavioral orientation, and also a temporal interdependence between external (ringtone) and internal usage (mp3) based on types of content. We also find that the 4G communications standard increases content usage in this mobile app. These findings provide useful insights for mobile app developers, mobile network operators, content providers, and mobile device manufacturers

    The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps

    Get PDF
    Producción CientíficaThe smartphone has made gaming more accessible and desirable for a wider market than ever before. Game apps are one of the most consumed and fastest growing products in the world today. Yet, few studies have thus far explored the implications of games apps consumption from a consumer perspective, addressing the transfer of abilities from one technological field to another. The main purpose of this paper is threefold: to ascertain the role of personality as a determinant of self-efficacy, to establish whether there is a transfer process from self-efficacy in video gaming with apps to online shopping and to analyze the impact of self-efficacy on the online purchase of game-related products. Results show that neuroticism, extraversion, and agreeableness determine the gaming self-efficacy that is transferred to online shopping self-efficacy and finally to the online purchase of game-related products. These insights provide interesting managerial implications that could affect video game marketing.Ministerio de Economía y Competitividad (proyecto ECO2017-82107-R)Fondo europeo de desarrollo regional (proyecto VA112P17)Junta de Castilla y León (proyecto VA112P17

    The role of utilitarian and hedonic aspects in the continuance intention to use social mobile apps

    Get PDF
    The purpose of this research is to understand the main factors that determine users’ continuance intention to use social mobile Apps, considering two utilitarian (i.e., perceived usefulness, perceived ease of use) variables and a hedonic (i.e., perceived enjoyment) variable. As social mobile Apps may be utilitarian or hedonic, we aim to evaluate possible differences in the significance of the aforementioned antecedent factors in utilitarian Apps (i.e., TripAdvisor) and hedonic Apps (i.e., Instagram). The data were collected from an international sample of users; the Partial Least Squares method was applied to analyze the research model, using SMARTPLS 3.0. To analyze the moderating effects, a multi-group PLS analysis was carried out to compare the differences between the path relationships in the two Apps. The results show that continuance intention to use is explained by perceived usefulness, perceived ease of use, perceived enjoyment, satisfaction and user experience (control variable), and the impact of utilitarian variables is generally greater for utilitarian Apps, whereas the impact of perceived enjoyment is higher for hedonic Apps. This study contributes to the general body of knowledge about mobile Apps by providing a comprehensive theoretical foundation and practical implications that illuminate the continuance use of social mobile Apps

    At the interface of personality psychology and computational science

    Get PDF

    Mobile Consumers and Applications: Essays on Mobile Marketing

    Get PDF

    Mobile Consumers and Applications: Essays on Mobile Marketing

    Get PDF
    • …
    corecore