19,976 research outputs found

    Consumer Location Based Service Perceptions and Response: a focus on Location Based Services and Emerging Mobile Lifestyles

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    Location Based Services (LBS) and electronically mediated lifestyles (e-lifestyles) represent emergent new areas with approaches (e.g. apps and e-activities) billed to change customer experiences and responses. Marketers are confronted with a challenge of understanding how consumers engage with mobile services and how to design appropriate strategies towards that (Donovan, 2013). A review of extant literature has indicated that the implementation of marketing strategies based on LBS is still in its infancy, and yet to gain widespread acceptance by consumers. The role of individual differences in consumer response to LBS is not reported in any substantive way in the literature- yet we know that e-lifestyles are now shaping different consumer responses to LBS. This PhD addresses this important area, with a focus on the role of e-lifestyles in consumer response to location-based services. The study relied on a sequential multimethod qualitative method of enquiry. Initially, in the first phase of data collection, relevant LBS websites were observed over a three-month period to explore consumer familiarity, attitudes and experience, offering some rich insights into consumer LBS awareness. In phase two of the research, specialist interviews (thirty-eight in total) were used in conjunction with cartoon tests as an effective way to establish the role of e-lifestyles, situational decision making as well as capturing actual (typical) consumer response in LBS encounters. In phase three, three focus groups were conducted with different user groups (young students, young professionals and older established working participants with families) to examine the role of individual factors in consumer LBS response. Findings in the study point to good experience with LBS with some selective engagement depending on user group profile, which broke down into ‘Involved’, ‘Observer’ or ‘Transaction’ orientations. Phase two (innovative cartoon tests) led to findings that mapped actual consumer response pathways in simulated encounters- four response pathways unique to this study emerged (immediate, delayed/future response, socially-mediated response and indifference). Findings also point towards influential individual factors such as variation on the basis of life stage, distinct patterns of proactivity and reactivity to LBS messages and the importance of situational factors on the nature of LBS response. This study contributes to the body of knowledge on LBS and e-lifestyles theory by providing deeper insights on actual consumer response process in typical LBS encounters (e.g. the UK context). It adds fresh insights into typical response processes by using specialist scenarios reflective of typical LBS encounters to map key response pathways, capturing ‘live’ customer experiences of different forms of LBS and interrogating the rationale behind individual responses using LBS scenarios. Findings also offer a clearer classification of customer response types (e.g. proactive and self-referencing LBS; reactive and cross-referencing LBS). By combining situational context, e-lifestyle and individual attributes influencing individual response to LBS in a single study, this research takes forward the argument of Weiss (2013) on the need for more in-depth examination of consumer response to LBS and takes further previous LBS adoption studies (Zhou, 2012)

    TechNews digests: Jan - Mar 2010

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    TechNews is a technology, news and analysis service aimed at anyone in the education sector keen to stay informed about technology developments, trends and issues. TechNews focuses on emerging technologies and other technology news. TechNews service : digests september 2004 till May 2010 Analysis pieces and News combined publish every 2 to 3 month

    Sports Content Viewership Motivations Across Digital Devices

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    U.S. advertisers spent over $2 billion on sporting events in 2014 directing advertisements towards consumers through digital devices used such as televisions, computers, smartphones, and tablets. The purpose of this cross-sectional study was to identify motivation factors that predict the intention to view sports content on digital devices. Knowing such factors is important for advertisers to prioritize distribution channels. Uses and gratification theory formed the theoretical framework for the study. The methodology adapted a survey that encapsulated 9 motives. The research questions examined what motives influenced sports viewership, what motives predicted the intention to view specific sports content, and the differences in viewing intention across sports content types. Data were collected through a survey administered to a qualified random sample of U.S. respondents with 525 responses received. Data were analyzed using exploratory factor analysis to group the questions into motivation factors, multiple linear regression to determine the significance of these factors in predicting viewership intent, and nonparametric Friedman testing to determine what demographics influenced viewership. Findings included: (a) 8 factors explained 76% of the variance; (b) 8 motives were significant in predicting viewership intention, with Escape (ÎÂČ = .714) ranking the highest; and (c) younger viewers had a greater intent to consume content on digital devices other than television, with smartphones (M = .73) ranking the highest. Social change benefits include: (a) sports content providers and advertisers could target the right content and advertisement to maximize viewership retention and revenue, and (b) users could view their desired sports content on their chosen device

    Spending time with money: from shared values to social connectivity

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    This article has been made available through the Brunel Open Access Publishing Fund.There is a rapidly growing momentum driving the development of mobile payment systems for co-present interactions, using near-field communication on smartphones and contactless payment systems. The design (and marketing) imperative for this is to enable faster, simpler, effortless and secure transactions, yet our evidence shows that this focus on reducing transactional friction may ignore other important features around making payments. We draw from empirical data to consider user interactions around financial exchanges made on mobile phones. Our findings examine how the practices around making payments support people in making connections, to other people, to their communities, to the places they move through, to their environment, and to what they consume. While these social and community bonds shape the kinds of interactions that become possible, they also shape how users feel about, and act on, the values that they hold with their co-users. We draw implications for future payment systems that make use of community connections, build trust, leverage transactional latency, and generate opportunities for rich social interactions

    The Impact of a New App Channel on Physicians’ Performance: Evidence From Online Healthcare Natural Experiment

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    Besides the web browser, the introduction of the mobile app in online healthcare systems has resulted in an additional touchpoint for users. Drawing on the Media Richness theory, we aim to reveal the effect of the mobile app channel on physicians’ performance in the online health communities (OHCs). We provide direct empirical evidence on a large-scale dataset from one of the largest Chinese OHCs, Haodf, and propose a natural experiment to show the casual effect. Our results demonstrate that the introduction of the app channel to OHCs for patients has a positive impact on physicians’ responses and rating performance on the online platforms, especially for male physicians from high-ranking hospitals

    Modeling Mobile Website Usability

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    Smartphones have become a prevalent part of today’s society. Smartphone users have begun using their phones to make purchases on the mobile web. This study focused on usability characteristics of mobile websites of large retail companies. The aim of this study was to conduct quantitative analyses building upon previous usability research both in the e-commerce and m-commerce realm. A sample population was obtained from a convenience sample recruited from a social media and email campaign. Respondents were asked to visit an assigned website and find three products for a friend, family member, or significant other. The data were analyzed quantitatively according to the constructs and proposed characteristics of m-commerce usability. As a result, this study contributed to the fields of marketing and information systems by revealing that website identity and website emotion are related to usability. Further, it attempted to provide insight toward differences in the study results and past research on usability
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