41,633 research outputs found

    Acceptance of mobile services - insights from the Swedish market for mobile telephony

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    The main purpose of the paper is to investigate young peoples’ perspectives on mobile services in order to shed light on the acceptance of mobile services. The knowledge of and interest in mobile services of individuals using such services is analyzed. A second objective is to investigate the reasons for using/not using mobile services. In-depth focus group interviews and secondary empirical data provide the main data. Concerning the youth’s general knowledge of and interest in mobile services, the results point to six things: young people show a low demand for many mobile services, there is a demand for extended, established mobile services, like SMS, the interest in the new services vary, there is low interest in active information search, there is little knowledge of the enabling technology, and the understanding of the pricing is generally low. As concerns reasons for and against usage of mobile services, results point to four central aspects: many individuals could present clearly defined needs for certain services, many indicated an interest in "community usage" of mobile services, they experienced the prices of mobile services to be a hinder for usage, and technology placed limitations on the usage. The paper discusses practical implications on the acceptance of mobile services.Mobile services; mobility; focus groups; telecommunications; wireless; knowledge

    Factors influencing students' acceptance of m-learning: An investigation in higher education

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    M-learning will play an increasingly significant role in the development of teaching and learning methods for higher education. However, the successful implementation of m-learning in higher education will be based on users' acceptance of this technology. Thus, the purpose of this paper is to study the factors that affect university students' intentions to accept m-learning. Based on the unified theory of acceptance and use of technology (UTAUT) (Venkatesh et al., 2003), this study proposes a model to identify the factors that influence the acceptance of m-learning in higher education and to investigate if prior experience of mobile devices affects the acceptance of m-learning. A structural equation model was used to analyse the data collected from 174 participants. The results indicate that performance expectancy, effort expectancy, influence of lecturers, quality of service, and personal innovativeness were all significant factors that affect behavioural intention to use m-learning. Prior experience of mobile devices was also found to moderate the effect of these constructs on behavioural intention. The results of this research extend the UTAUT in the context of m-learning acceptance by adding quality of service and personal innovativeness to the structure of UTAUT and provide practitioners and educators with useful guidelines for designing a successful m-learning system

    Characteristics of pervasive learning environments in museum contexts

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    There is no appropriate learning model for pervasive learning environments (PLEs), and museums maintain authenticity at the cost of unmarked information. To address these problems, we present the LieksaMyst PLE developed for Pielinen Museum and we derive a set of characteristics that an effective PLE should meet and which form the basis of a new learning model currently under development. We discuss how the characteristics are addressed in LieksaMyst and present an evaluation of the game component of LieksaMyst. Results indicate that, while some usability issues remain to be resolved, the game was received well by the participants enabling them to immerse themselves in the story and to interact effectively with its virtual characters

    Exploring value co-creation within buyer-seller relationship in mobile applications services : a model development

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    Mobile phones have become an indispensable part of consumers’ life where they access core and supporting services via mobile applications services (m-applications). The focus of the present study is to explore dyadic buyer-seller roles in m-applications services’ value creation taking mobile banking applications services (MB-applications) as a case study. While prior research on value co-creation in service dominant logic (S-d logic) serves as a foundation for this study, it does not provide adequate guidance on how buyer and seller co-create value in m-applications services.To address this shortcoming, semi-structured interviews were carried out with 12 banks’ officials in banks’ headquarters of Saudi Arabia. Also, six focus groups were conducted; three with MB-application services users and three with non-users which were held in Riyadh College of Technology (RCT). In addition, a content analysis of MB-applications services was conducted to support suppliers’ perspectives regarding value propositions (service offering). A conceptual framework is developed for managing co-creation to illustrate practical application of the framework.The findings pointed to six factors that shape shape service suppliers’ ability to offer and deliver value via MB-applications, namely; brand image building, bank’s business vision, customer culture-orientation, bank’s internal environment, information technology system and positioning strategy. These factors combine to establish a value proposition for banks’ customers in the MB-applications services domain.Customer’s value creation as value in-use during usage emerged in different usage situations. A value framework incorporating value consumptions (Sheth et al., 1991a) is proposed. It identifies the main value-adding elements in m-applications and the primary drivers for adopting m-applications. Findings revealed that bank managers attempted to support customers’ value creation, which was reflected in MB-application content. However, support was constrained by some insufficient assumptions about customers and the m-commerce architecture. Factors that impede MB-applications use include consumers’ banking habits, perceived risk (security and privacy); usability hindrance, marketing and promotion, technical problems, and socio-cultural barriers. Implications are drawn for service delivery value perception and mobile marketing theory, and recommendations are made to service suppliers and commercial banks to achieve sustained returns of investment from MB-applications services

    Backpackers’ perceived risks towards smartphone usage and risk reduction strategies : a mixed methods study

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    Abstract: Backpackers' travel ideology and experiences are increasingly being mediated by mobile phones (i.e. smart- phones). This study explored their risk perceptions towards smartphone usage and consequent risk reduction strategies. Importantly, this paper proposes an integrated model of perceived risk combining technology and destination related risk factors. Employing a quantitative-dominant concurrent nested mixed methods approach, 567 surveys (Study A) and 15 in depth, semi-structured interviews (Study B) were conducted in Ghana. Evidently, backpackers’ perceived risk towards smartphone usage is a function of both information technology and destination related risks. Their risk concerns are inhibited by trust in smartphones, innovativeness and familiarity. Levels of trust had a signiïŹcant positive impact on their intentions to reuse the device, as did their satisfaction levels with the device and travel. Backpackers used a mix of both cognitive and non-cognitive measures to manage their risk perceptions. The theoretical, practical and methodological contributions of the study are discussed

    An omnichannel approach to retailing: demystifying and identifying the factors influencing an omnichannel experience

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.The purpose of this research is to identify the factors that influence an omnichannel experience. Omnichannel is an emerging approach to retailing that responds to the changing nature of how customers shop in alternation between online and offline shops, and the increasing use of digital devices (e.g. smartphones and tablets) retailers are focusing and establishing a seamless integrated approach to their services. Omnichannel is now a hot topic in retailing but there is a lack of empirical studies into the factors that influence an omnichannel experience. Using a mixed methods approach, we propose and empirically test a conceptual model that identifies four factors influencing an omnichannel experience: brand familiarity; customisation; perceived value, and technology readiness. We conceptualise omnichannel to include three key channels; in-store, online and mobile. 246 questionnaires were collected and analysed using PLS-SEM and 11 interviews with marketing/omnichannel professionals. Our results indicate that brand familiarity has a strong influence on omnichannel (in-store, online and mobile) while perceived value has a negative impact on mobile experience. Our results show that retailers need to consider multiple factors, such as brand familiarity customisation, perceived value and technology readiness as influencing factors of an omnichannel experience, and plan the use of multiple touchpoints simultaneously to enhance their overall customer’s experience. Although this study demonstrates the significant factors influencing an omnichannel experience, questions remain regarding the exact use of each touchpoint by customers and the extent of overlap between the touchpoints. Our research attempts to address the lack of academic research on what factors influence an omnichannel experience
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