6,103 research outputs found

    Further Quests for Value Added Products and Services in Mobile Commerce

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    The introduction and the development of m-commerce will be a major challenge, as the cost of 3G licenses in several EU countries appears already in the initial stages to be out of proportion. And it seems clear that without real substance in m-commerce products and services the investments in the new mobile technology may still fail. Yet, not much is known about what actually will be the m-commerce products and services. Here we will propose to build them around value-added product and service modules, some of which are going to be completely new as we can take advantage of the new mobile technology. We will argue that value-added products and services can (should) be built around smart/intelligent technologies, which would be part of the products and/or services themselves or form support systems for (i) the users, (ii) the producers and (iii) the management of m-commerce products and services. Some of the needed technologies are already available, and we can readily implement them for the coming prototypes of the new 3G-based systems

    Added Value-based Approach to Analyze Electronic Commerce and Mobile Commerce Business Models

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    In this contribution we propose to apply the theory of informational added values (IAV) on electronic commerce (EC) and mobile commerce (MC). We state that for the success of electronic and mobile offers it is not sufficient to merely make a conventional offer available with new media. Instead, the use of electronic and mobile communication technology is only remunerative if it results in obtaining distinct supplementary IAV. This depends on the exploitation of certain faculties of the used technology. For EC, we call these the four electronic added values (EAV): reduction of temporal and certain spatial limitations, reduction of technical limitations, multi-mediality of access and egalitarian access. For MC, we call these the four mobile added values (MAV): ubiquity, contextsensitivity,identifying functions and command and control functions. We can find EAV and MAV as typical properties of EC or MC applications. EAV are the basis for the superiority of Internet applications compared with offline solutions. The relationship between the separate EAV and IAV will be explained and analyzed. Proceeding analogously for mobile applications, we analyze the relationship between MAV and resulting IAV. The outcome is an extension of the theory of informational added values with the concept of electronic and mobile added values. This allows for an application of the theory to both EC and MC in order to analyze and qualitatively evaluate any given business model. For determining its crucial added value we have to identify the EAV/MAV which are capitalized and can deduce the IAV resulting for each party involved. The concept put forward is a suggestion to approach business models, with the focus on typical evaluation criteria for Internet/mobile business models. It is also suitable to compare different business models and to put their added value for the involved parties in a context. In this way, objective criteria are established reducing subjectivity and allowing to make certain predictions. The paper ends with a critical review and the perspective for further research

    Factors influencing the adoption of mobile services consumers' preferences using analytic hierarchy process

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    The rapid and widespread development of innovations in mobile services is changing societies and improving lives around the world. Due to lagging adoption, many of these new innovations have yet failed to generate revenue that was expected by mobile network operators, application and content developers. There are several factors which are affecting the service adoption by consumers. This paper aims to provide practitioners and academics, an insight on what consumers' preferences are by using an Analytic Hierarchy Approach (AHP). The objective of this paper is to identify factors influencing the adoption of the mobile services. In this study we have considered Payment Mode, Functionality, Added Value and PQCP (perceived quality, cost and performance) as the main service adoption factors. The survey results indicate that Functionality is the most important influencing factor for the respondents, followed by Added Value, PQCP and Payment Mode.Adoption,AHP,Mobile Value Services,Consumer's Preferences

    Physicians’ Opinions of an SMS Professional Medical News Service: Insights from an SMS Survey

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    This paper is designed to investigate physicians’ opinions regarding an SMS professional medical news service in the Finnish health-care sector. A survey using SMS mobile technology was conducted on March 5, 2003. 259 out of 685 responded within 2 days, and 90% came within 6 hours after the survey was sent out. The response rate was 38%. Findings from this simple SMS survey showed that physicians had positive perceptions of the SMS news service. Nearly 60% of the respondents have used the service. Some of the answers included spontaneous feedback about the service, which revealed valuable comments and suggestions regarding the further improvement of the service. The SMS survey as a new data collection method needs academic attention. Future research is briefly discussed

    From MCom Visions to Mobile Value Services

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    The first papers on mobile commerce were offered to the Bled conference commencing in 2000. Initially, they were not received with enthusiasm; the reviewers were rather sceptical as to the research methods used and the visions of a global m-commerce offered. Nevertheless, the first panel sessions were overcrowded and the eBled organizers quickly recognized a new and exciting movement taking shape. The rest is – as the saying goes – history. There are around 6 billion mobile phone users in the world but the mobile services in actual use are – besides voice calls and SMS – rather few (at least in comparison to the hype around smart phones). Based on our experience from annual series of consumer studies we argue that there are fundamental misunderstandings in relation to both the mobile service concept and the basis for building user value. By following the development of mobile technology over a 10 year interval we have found out – much to our surprise - that not much has changed in the actual use of mobile services despite the fact that we have had about three generations of mobile phones during these 10 years. We have summarized insight from panels run at the eBled conferences and from a number of papers presented at the conference and worked out a description of the development of mobile commerce and mobile services

    Approaches to Using e- and m-Business Components in Business

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    This paper discusses using e- and m-business components in supporting and enhancing existing businesses and in creating new business innovations. A framework illustrating two different approaches companies have to adoption of e- and m-business components is proposed. Three cases of how Finnish companies have, in an innovative way, used e- and m-business components to support, to enhance, and to launch businesses are presented. Based on the illustrative framework and the cases, some rules of thumb for using e- and m-business components in business are proposed. The aim of this paper is to offer managers helpful insights for planning e- and m-business component investments.e-Business; m-Business; Business Models; Case Studies

    Digital Wellness for Young Elderly: Research Methodology and Technology Adaptation

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    The age group 60-74 is labelled the “young elderly” and refers to people in transition from working life to retirement. Studies of mobile services have shown that young elderly customers are regarded as “not trainable” and “not interesting”. Digital wellness services for the “young elderly” with mobile technology represent a new approach to wellness. We compared wellness services on mobile smartphones and did a detailed study of one of them. We found out that standard methodology for developing digital services does not work out too well for the “young elderly” and implemented action design research

    A Study on Variables, Technology Facilitators and Measures of Value Co-creation for Management

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    Value co-creation in this research is to comprehend what facilitates internal or external customers in pursuing creative, inclusive and intellectual interactions. This research consists of two studies. Study I seeks to determine which variables, technology facilitators and measures of value co-creation appear in the literature using a systematic literature study. Study II is an empirical study that uses the results of Study I and evaluates how the co-creation of value is utilized by 135 industry respondents in India. The main theoretical contribution of this quantitative research is that intellectual, social and economic motivation facilitates value co-creation process, and impacts on the 25 outcomes of value co-creation. The empirical study suggests that the potential of value co-creation has not been fully utilized in the companies. Companies need to conduct an audit as to what extent they have implemented value co-creation in order to promote innovations in products and services and further conceive a plan of action based on the results.TÀmÀ tutkimus ymmÀrtÀÀ arvoa luovan yhteiskehittÀmisen sellaisena toimintana, joka pyrkii sisÀisten ja ulkoisten asiakkaiden kanssa tehtÀvÀÀn luovaan, kokonaisvaltaiseen ja Àlylliseen vuorovaikutukseen. Tutkimus koostuu kahdesta osasta. Systemaattisen kirjallisuustutkimuksen avulla selvitetÀÀn, mitkÀ muuttujat ja teknologiat edistÀvÀt arvoa luovaa yhteiskehittÀmistÀ ja mitÀ hyötyÀ arvoa luovasta yhteiskehittÀmisestÀ on. Empiirinen tutkimus hyödyntÀÀ kirjallisuuden tuloksia arvioidessaan, kuinka arvoa luova yhteiskehittÀminen toteutuu 135 teollisuudessa työskentelevÀn, intialaisen vastaajan mukaan. MÀÀrÀllisen tutkimuksen pÀÀtuloksen mukaan Àlyllinen vuorovaikutus-, yhteistyö- ja taloudellinen motivaatio edesauttavat arvoa luovan yhteiskehittÀmisen prosessia ja edistÀvÀt arvoa luovan yhteiskehittÀmisen 25 hyödyn toteutumista. Empiirinen tutkimus antaa viitteitÀ siitÀ, etteivÀt yritykset tÀysimÀÀrÀisesti hyödynnÀ arvoa luovan yhteiskehittÀmisen mahdollisuuksia. Yritysten tulisi auditoida nykyinen tuote- ja palveluinnovaatioihin pyrkivÀ yhteiskehittÀmisen tapa ja tulosten pohjalta suunnitella toimenpiteet.fi=vertaisarvioitu|en=peerReviewed

    Understanding hotel visitors’ motives to use hotel gamified applications

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    While hospitality has been one of the industries that have been keen to adopt and use various technologies, the proliferation of gamification application is still to materialise. It is therefore very interesting to investigate the potential benefits of gamified applications in the area of the hospitality industry by identifying the motives of individuals’ when they use a hotel-gamified application. Hospitality industry is becoming more and more competitive and surviving and marketing a destination has become a challenge, so in order to gain a competitive advantage, the use of modern technology is crucial for many destination-marketing organizations. Gamification can be applied in technology-mediated and non-technology-mediated contexts. Within technology-mediated contexts, gamification is more applicable due to the favourable environment that such context offers. Recent evolutions indicate that mobile devices are becoming travel buddies and their use is profoundly influencing the different phases of a travellers’ journey. Hence, it could be assumed, that a mobile hotel gamified application is now easier than ever to develop and succeed. Since fun has become the requirement to ensure continuous demands for many products or services, companies and organizations feel the need to involve fun in their offerings to secure continuity in consumption and use. Therefore, this study aims to understand the meaning of fun for individuals when they will use a hotel-gamified application, using visual material so the interviewees would have an idea of how a hotel-gamified application would look if it was in existence today based on the current definitions of gamification
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