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        검색결과 579

        121.
        2018.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper describes result of a study on safety against a fire of charging cable for mobile phone for vehicle. Combustion on the USB cable in the car was happened while driving. Gas coming from the burning USB cable could be a reason which can make a secondary car accident since the driver also can be embarrassed while driving. In order to prevent a secondary car accident connected on the road, to research a reason why USB cable can emit gas and be burned in charging. We did simulation test with abnormal fault condition for the electronic component on the board in the USB cable. So we get the result from abnormal fault condition simulation test, for instance, shorted test for output terminal of 8 pin switch, shorted test for chip resistor after thermal aging in the condition 25 ℃ , 93 % RH during 48 hours. To analysis the result of all test, Combustion on the USB cable was not the 8 pin but other electrical component such as a chip resistor. Therefore we guess that the reason for USB cable combustion in charging in a car was not 8 pin and a LED but another defective component.
        4,000원
        122.
        2018.07 구독 인증기관·개인회원 무료
        Nowadays, many innovative marketers can leverage the augmented reality (AR) technology to create special experiences, offer more interactive advertising, as well as provide new ways to online shopping, especially for mobile marketing. The beauty industry occupies a large proportion in the fashion market and has become its essential part. For the fashion and beauty industry, consumers are willing to have the same level of experience online as when they are shopping offline. Accordingly, many brands develop mobile applications with AR capabilities that provide mobile AR services offering special experience. This new approach to mobile shopping eliminates the risk of shopping when consumers choose products, while indirectly changing consumer purchase behavior and lifestyles. However, relevant evidence about the AR service provided by mobile applications in the fashion and beauty industry remains to be scarce. To fill this gap in the literature, the present study seeks to explore the impact of the mobile AR technology on the consumer perception of the beauty brands and the changes in consumer’s behavior. In terms of the methodology, a semi-structured interview approach is employed. The results of the present study demonstrate that the effect of using the mobile AR technology varies according to the differences in consumers’ cognition and attention to beauty products. The playfulness provided by the mobile AR technology is a key factor for consumers to better understand and experience the brand, and consumer ROI is an important factor for consumers to purchase using the mobile AR service. At the same time, the degree to which the AR technology is mature affects consumer experience of the product. Surprisingly, our results suggest that the use of the AR technology has a certain educational effect on consumers, especially on those who are not good at make-up or have a low level of understanding of beauty products.
        123.
        2018.07 구독 인증기관·개인회원 무료
        Offering an apology is one of the common service failure recovery strategies. Previous studies focused on examining the effectiveness of apology from the customer perspective. It is not clear whether and how customers perceive firm remorse after an apology influence their blame attribution and coping behaviors. Integrating a cognitive-emotive model and an empathy model, this research proposes and empirically tests a remorse-empathy-coping model to explain how customers respond to apology after mobile application service failures occur. Specifically, this research examines how perceived firm remorse influences blame attribution and emotional empathy, which subsequently affects coping behaviors (revenge and avoidance) in the mobile app service recovery context. The moderating role of technology anxiety in the proposed model is also identified. Four hundred and fifty-two mobile application service users were recruited for a survey study and the Structural Equation Modeling was used in order to test the research hypotheses. Our findings show that perceived firm remorse negatively influences blame attribution but positively influences empathy. Empathy negatively affects revenge and avoidance behaviors. In addition, technology anxiety moderates the effect of perceived firm remorse on blame attribution. The negative effect of perceived firm remorse on blame attribution becomes weaker when technology anxiety increases.
        124.
        2018.07 구독 인증기관·개인회원 무료
        Introduction - Dubois (2002) said that luxury is identical with perception of comfort, beauty, and sumptuous lifestyle. There are five key factors of perceived luxury goods such as uniqueness, quality, hedonic, conspicuousness, and extended self (Vigneron and Johnson, 2004). So that, the definition of luxury fashion brand itself is goods (in terms of fashion) that has brand image and perceived as something that has uniqueness, quality, hedonic, conspicuousness, and extended self and could give comfort, beauty, and sumptuous lifestyle. Online visual display nowadays is one of maketer’s channel to promote the product. In terms of exclusivity, there is only few channels that has been used by marketer, such as website of the luxury brand itself, Instagram, Facebook, Youtube, and so on. This research of online luxury fashion brand is focused on one mobile app, named Instagram. Instagram is choosen because the usage of Instagram is increasing over time, especially in Indonesia. This research is focused on pre-loved luxury fahion brand on online shop at Instagram. There is one problem of this research, which is the percentage of middle to high income is increasing in 5 years (2010-2015) in Indonesia, but consumer is less likely to buy pre-loved luxury fashion brand. The tendency that consumer is less likely to buy because of decreasing sales of some pre-loved online shops in Indonesia. Exploratory research was taken and it can be concluded that the root cause of decreasing sales happens because visual display of pre-loved online luxury fashion brand is not too attractive. Method - The method that which is used is experiment design. The respondent of this research are choosen by non-probability sampling, which is judgemental sampling (we already know the priority characteristic of respondent, such as middle to high income) and female (because the online shop that will be observed is only offer luxury fashion for female). This research will use eye tracker, named Gaze Point. To get the quantitative experiment data, the minimum respondents that will be need is 39 people if we want to generate until get the heatmaps (Kara Pernice and Jakob Nielsen, 2009). Users will be given some oral question after they finished the experiment with eye tracking. There are some contents that will be measured in this reseach, such as caption, image clarity, and background of product. This research will be conducted only for consumer in Bandung. Respondents are female with middle to high income that has been bought pre-loved luxury fashion bag. The variables which are used in this research are the result of combination of construct from previous research about luxury brand perception and attractiveness of visual display. Sensory stimuli of sights will make automated perception actives and determine whether the information attractive or not. Findings – This research found that pre-loved online luxury fashion brand is currently growing rapidly. However, more respondents still prefer to buy online product if the visual display could be more attractive and the longer respondent saw the visual display, means that the respondents tend to be more interested of that posting. Author made proposed design improvements. Author then recommend them to the owner of pre-loved online luxury bag.
        125.
        2018.07 구독 인증기관·개인회원 무료
        The Youtube mobile app can be seen as the Electronic Word of Mouth (E-Wom) platform since it could spread both in positive of negative review about some products. The Haul video on youtube is one of the most popular content in comparing some fashion items. This research aim is to elaborate the determinant of Information Acceptance on E-wom Youtube Mobile app. Interview and questionnaires were applied on gathering the data. The respondent number on questionnaires survey is 350 participants. The analysis used Multi regression analysis to find relationship among Information acceptance with argument quality, source attractiveness, source credibility and source style. The result said that all independent variable (argument quality, source attractiveness, source credibility and source style) have relationship to Information acceptance.
        126.
        2018.07 구독 인증기관·개인회원 무료
        Purpose – Research on technology acceptance involves one's psychological aspect, known as technology readiness. Particularly in the digital acceptance context related to mobile advertising, this psychological condition is referred to digital readiness. Nasution, Rusnandi, Qodariah and Arnita (2018) argue that digital readiness is a prominent factor in the adoption of technology and digital applications. They have proven the importance of this digital readiness in their research on digital mastery level in a telecommunication company in Indonesia. The purpose of this paper is to investigate the effect of digital readiness on the acceptance toward mobile advertising among millennials in Bandung, Indonesia. Relevant theories – Mobile advertising is part of digital advertising, as stated by Nasution & Aghniadi (2016), they define mobile advertising as a form of digital advertising that has attentions on engaging a strong communication to audience. This type of advertising adoption is still continuously growing and becoming preferable form of advertising for the Millenials. Researchers developed a model that links the influence of digital readiness to mobile advertising acceptance. In addition to these relationships, the research model they developed from the Technology Acceptance Model also included the influence of perceived usefulness and perceived risk to mobile ads acceptance. Design/methodology/approach – The research model is developed from Technology Acceptance Model (TAM) with a specific attention to assessing whether digital readiness influences the respondents’ perception of usefulness and risk of mobile advertising. The research performs quantitative approach using survey that is formed based on previous literature and conceptual model. Structural equations modelling (SEM) is also conducted to test the constructed model and the proposed hypotheses. Byme (2010) states the significance of the estimated coefficients for the hypothesis relationships which indicate whether the relationship between constructs held true or not. This research will then compare between three models that are differed by range of respondents’ ages. First model will be combined age that is 17-24 years old, second model is 17-20 years old and third model is 21-24 years old. Findings – The results show that digital readiness has a significant influence towards mobile advertising acceptance among Millennials, in which action readiness is more considered than attitudinal readiness in terms of further assessing mobile advertising. In addition, the study also illustrates Millennials’ perception of usefulness and risk of receiving mobile advertising. Younger group (17 – 20 years old) will not be affected much by usefulness of mobile advertising rather than the older group who will consider much about usefulness on accepting mobile advertising. The group also will take risk along with their ability to accept mobile advertising. It contradicts with the older group (21 – 24 years old) who see risk as hindrance in accepting mobile advertising. Research limitations/implications – The area coverage of respondents only included several cities across Java and does not concern about the place of origin of respondents. Besides, this research also possesses an age limit for its respondents that range from 17 to 24 years old to limit the diversity of attitudes, beliefs and perceptions. Originality/value – This study focuses on the concept of Technology Acceptance Model (TAM) in which the digital readiness is applied in the context that has not been conducted in Indonesia. Researchers conducted an empirical study on the effect of digital readiness on mobile advertising that is part of digital technology. The results of this research provide opportunities for digital readiness applications in research on the adoption of other digital technologies. Paper type - Applied research
        127.
        2018.07 구독 인증기관·개인회원 무료
        Purpose – This paper holds a purpose to examine the influence of perceived utility, contextual relevance and lifestyle on the acceptance of mobile advertising among millennials in Indonesia (specifically in Bandung). The three factors represent an extension of the general model of mobile advertising which is largely influenced by the Theory of Reasoned Action (TRA). The factors are proposed to extend the model to include factors at individual (receiver), object (message) and contextual levels. Lifestyle, Perceived Utility, and Contextual Relevance are factors at individual, object and context that are posited to influence the acceptance of mobile advertising in this study. Specifically, the current study is aimed at elaborating the role of those factors in influencing the acceptance of mobile advertising among millennials in Bandung, Indonesia. Relevant theories – mobile marketing definition and scope from various literature, Theory of Reasoned Action (TRA), theory of perceived utility, consumers’ utilization of contextual information in mobile advertising, and the influence of lifestyle – as representation of individual factor – on mobile advertising acceptance are the most relevant theories for the current paper. Design/methodology/approach – The research was conducted by devising a new model that includes acceptance of mobile advertising, attitude toward mobile advertising, subjective norm in relation to mobile advertising, perceived utility of mobile advertising, contextual relevance of message and income (as representation of individual lifestyle). The questionnaires distributed to young adults segment within varsity area. The data is then examined and evaluated through structural equation modelling (SEM) which requires analysis on measurement and path model. Findings – The study resulted in several findings, mostly confirming proposed hypotheses in varying degrees. The results conclude that attitude is of great importance in the acceptance of mobile advertising. Subjective norms and contextual relevance are positively related to attitudes — which lead to acceptance, while both perceived utility and income in negative relations to attitude and acceptance consecutively. Research implications and limitations – This study adds up to the growing amount of related research in various countries. Companies making use of the mobile advertising as part of their promotional strategies should always think of the manner and matter by which the advertisements arrive while serving as benefit for marketers and consumers. A good mobile advertising strategy will put more effort into giving useful information that is appropriate to the context and consumer segments it targeted. This research is conducted on respondents from Indonesian consumers, specifically in the area of Bandung, which may not represent the other segments of users of mobile advertising. In addition, the case covers a convenience sample of consumers that may again impact the representativeness of the research findings. Originality/value – This study provides findings on the effects of contingency factors that have been missing in the previous research on the acceptance of mobile advertising. Paper type – Applied research
        128.
        2018.07 구독 인증기관·개인회원 무료
        The long-term development of a mobile gaming application (app) depends on its continued use by its users. The aim of this study is to investigate the determinants of a mobile gaming app’s continuance intention among users. The expectation-confirmation model of IS continuance was used as the basic framework, to which bi-dimensional consumption emotions were added to help better explain satisfaction judgment and continuance intention in the context of mobile gaming app use. To test the expanded IS continuance model, we conducted an online survey among mobile gaming app users; 271 valid responses were collected. The data were analyzed using structural equation models (SEM). The effects of positive emotions (PE) and negative emotions (NE) were examined, respectively, in model 1 and model 2. Competing models (models 3, 4 and 5) were also examined in order to compare the proposed models. Both positive and negative emotions have a significant effect on the satisfaction of mobile gaming app users and their continued usage intention, a finding that represents an important contribution to the extension of technology continuance theory. Comparison with the IS continuance model shows that the new model can explain significantly more variance in continuance intention. This study presents two extensions to the expectation-confirmation model of IS continuance. First, this paper presents and tests a theoretical model, derived from the IS continuance model, in which emotions play an important role in measuring customer satisfaction and subsequent long-term behavioral intention. The proposed model can be used to predict the satisfaction and continuance intention of situations in which a consumer’s emotional expectations and reactions are a core part of the consumption experience. Second, we ground the expectation-confirmation model of IS continuance in the context of mobile gaming apps, which involves both utilitarian (cognitive) and hedonic (affective) components. This study offers insight into the role of emotions in forming continuance intentions toward mobile gaming app use in China, a topic that has not previously been investigated. The findings have important implications for practice in the mobile gaming app sector. Special attention should be given to users’ consumption emotions, since emotions have been found to be strongly related to satisfaction and subsequent continued usage intention. For instance, mobile games firms should make efforts to develop strategies to enhance game players’ positive emotions (such as feeling joyful, interested, cheerful, excited, active, attentive) during the games because game players’ emotional fulfillment leads to satisfaction and minimizes negative emotions (such as feeling distressed, ashamed, afraid, nervous, upset or lonely); such negative emotions have been shown to have a direct and strong effect on satisfaction as well as an indirect effect continuance intention via satisfaction.
        129.
        2018.07 구독 인증기관·개인회원 무료
        This research explored antecedents of stickiness of m-commerce sites, based on the push–pull–mooring (PPM) framework, which was developed to explain what leads people to move from one original location to another. In the current study, the stickiness of m-commerce sites was used as the opposite concept to switching. Therefore, pull effects refer to the positive factors which make consumers stick to an m-commerce site, while push effects refer to the negative factors which make consumers not stick with an m-commerce site. After reviewing the literature, responsiveness, ubiquity, enjoyment, and effectiveness were selected as the pull effects, while privacy concern and efficiency were selected as the push effects. The amount of money spent in specific mobile sites was considered as a mooring effect. According to the results of the structural equation modeling analysis, efficiency actually had a negative impact on stickiness of m-commerce sites. Also, a test of the mooring effect suggested that the negative impact of efficiency on stickiness of m-commerce sites was greater for people who spent more money in their mobile shopping compared to those who spent less. For both the high and low spending groups, responsiveness was the important pull effect as it was the strongest predictor of enjoyment for the low spending group and the strongest predictor of effectiveness for the high spending group (note that enjoyment and effectiveness had the strongest positive impacts on stickiness of m-commerce sites for the low and high spending groups, respectively.). Therefore, the fast response and feedback on m-commerce sites should increase consumers’ stickiness to these sites regardless of the amount consumers spend on these sites. On the other hand, the duration and retention of the low spending group of consumers were influenced by enjoyment the most.
        130.
        2018.07 구독 인증기관 무료, 개인회원 유료
        This research was conducted to examine factors affecting tweens´ brand preference for mobile network choice decisions. The results suggest that mobile network providers’ attributes, satisfaction and perceived risk have significant impact on brand preference. Further, tweens´ choices are more likely to be affected by the choices of other people within their local (district) geographic area.
        4,300원
        131.
        2018.07 구독 인증기관·개인회원 무료
        Recommender systems based on Collaborative Filtering (CF) algorithms have established an extensive means for retailers to suggest personalized item lists that will maximize each consumer’s utility. Nevertheless, in the mobile game industry, which characterized by the intense competition from the avalanche of other game options and fast-changing demands of game users, there has been no marked success with recommender systems. Instead, app stores merely show summaries of general market trends without any individual-level information, fail to suggest personalized lists based on preferences of the future. For modeling dynamics of game usage, we assume that an individual’s preferences on games can be represented as the proportion of each game’s running time, which can be calculated in daily basis by the individual’s usage time for each game apps divided by the individual’s total capacity. Then, we construct a tensor filled with the induced preferences. For the next step, we apply Bayesian probabilistic tensor factorization (BPTF), an extension of Singular Value Decomposition (SVD) to consider dynamic pattern, to restore all the empty entries of the tensor. Each restored component becomes an estimate of each user’s preference on each game at certain period. For empirical analysis, we use mobile log data in app-level for total 1,000 panels over 2 years. Top 100 mobile games in cumulative usage time are treated as focal apps in this study, making the dimension of the tensor by 1000 (users) * 100 (focal games) * 730 (2 years). We compare the model performance by the root-mean-squared error (RMSE) with that of baseline model, the static counterpart in collaborative filtering algorithm (Salakhutdinov, and Mnih, 2008). The results showed that our model (BPTF) defeats the baseline throughout overall user-game pairs, especially outperforming under the conditions that there are severe fluctuations in daily usage pattern and when the life span of newly adopted apps are relatively short. Furthermore, we compose personalized suggestions, which consists of the top-10 highly likable lists according to the predicted usage patterns for each individual, and compare the performance with that of the established general recommender system in app stores. For that matter, our suggestion also outweighed the existing recommender system by the typical performance metrics that commonly used in the mobile game industry.
        132.
        2018.07 구독 인증기관·개인회원 무료
        Tourism and hospitality service providers have been seeking ways to engage customers into the value creation process to deliver personalized customer experience. Rapid development of information communication technology has facilitated such practice by providing various computer-based or mobile platforms. While online platforms such as social network sites and online communities have received most research attention, mobile instant messaging (IM) remains under-researched in spite of its unique potential for firm-customer interaction and communication. Based on service-dominant logic (Vargo & Lusch, 2004) and computer-mediated communication theories (Walther, 1996), this study examines (1) the factors influencing customers’ perceived co-creation experience facilitated by mobile IM, and (2) customers’ perceived value of personalization results from such experience in the tourism and hospitality context. Data was collected via online survey targeting Chinese users and was analyzed using structural equation modelling. The results found significant positive effects of users’ perceived social presence, perceived media richness and prior experiences on their co-creation experience. The significant positive relationships between customers’ co-creation experience and perceived personalization of the service offering validate the unique potential of mobile IM to engage customers into value co-creation with tourism and hospitality service providers. The findings extend the theoretical framework of value cocreation to a context mediated by mobile IM. Managerial suggestions are provided for tourism and hospitality companies to engage with customers using mobile IM.
        133.
        2018.07 구독 인증기관·개인회원 무료
        Casual mobile games (CMG) is one of the three types of game genres with the highest market share in turnover. This type of games can be distinguished from hardcore games in that their play sessions are usually shorter, the rules are simpler and required commitments are less (Engl & Nacke, 2013). Some of the most popular games with these features are, for example, Angry Birds, Candy Crush Saga, and Hearthstone. The retention rate of players is one of the subjects that sparks most interest to the industry since many players abandon the games only a few hours after downloading them. Companies are very interested in knowing what factors influence a player's decision to continue playing and recommending a game to other players, because it is the loyal players who could potentially pay for upgrades, make in-app purchases or attract indirect revenue through advertising (Hsu & Lin, 2016). Although previous research has extensively studied the antecedents of the continuance intention to use online games on PC and video game consoles, few works have tried to understand the factors that drive loyalty in mobile games (MG) (Hamari, Keronen, & Alha, 2015; Shaikh & Karjaluoto, 2015). MG differ from those developed for PCs and game consoles not only because of hardware limitations but also due to software limitations (Kuittinen, Jultima, Niemelä, & Paavilainen, 2007). The technical characteristics of a game influence perceived value (Choe & Schumacher, 2015) and, consequently, loyalty (Chang, 2013, Su, Chiang, Lee, & Chang, 2016). This study examines the antecedents of loyalty towards CMG from the perspectives of perceived value (i.e. hedonic and utilitarian values) (Babin, Darden, & Griffin, 1994; Chang, 2013; Chang et al., 2014; Davis, Lang, & Gautam, 2013). In addition, it explores the moderating effect of intensity of playing, because intensity can mitigate the impact of satisfaction on loyalty (Lu & Wang, 2008). Based on the literature review a research model was proposed and evaluated using survey data of 372 respondents with structural equation modelling (SEM) approach. The results reveal that hedonic value (i.e. perceived enjoyment and perceived attractiveness) and, to a lesser extent, utilitarian value (i.e. effort expectancy and perceived usefulness) are crucial to the player’s loyalty towards a mobile game. Intensity of playing weakens the relationship between perceived usefulness, perceived enjoyment and loyalty intention. Based on the findings, this research has important theoretical and practical implications in understanding the motivations of players to remain loyal to a mobile game and how these motivations vary depending on the intensity of playing.
        134.
        2018.07 구독 인증기관·개인회원 무료
        Recently, the studios in Hollywood introduces mobile games based on the storyline of movies for promotional purpose. With wide exposure of such games, managers could expect raised market awareness and purchase intention toward movies set to be released. Among the movie-themed mobile games, at the same time, not a few games have made financial success as the box office scores of the original movie increases. Thus, managers should deal with the promotional mobile app and the target product simultaneously on the belief of reciprocal relationship between them. If the dynamic relation is true then, finding deterministic factors of mobile game performance has practical significance to make positive consequences for both products. Branded entertainment is defined as “the integration of advertising into entertainment content, whereby brands are embedded into storylines of a film, television program, or other entertainment medium” (Hudson and Hudson 2006). Wise et. al. (2008) states that the advergame, a videogame designed around a brand, is one form of branded entertainment. Additionally, Sood and Drèze (2006) examined film sequels as brand extension of experiential goods based on the reality that Hollywood brands movies. In this vein, movie-themed mobile games can be contemplated as a new practice of branded entertainment. To test the research hypotheses, we collected 43 pairs of a movie and a movie-themed mobile game. Among 300 movies in the annual top 100 U.S. domestic box office chart from 2012 to the end of October 2014, films having more than one promotional mobile game were selected. The data on mobile game were limited to the Apple’s App Store for consistency. For data collection, we utilized multiple archival sources such as boxofficemojo.com, metacritic.com, imdb.com, and appannie.com. The objective of this research is to investigate the impact of movie-themed mobile games on the performance of original movies and the characteristics leading mobile game success. We developed a simultaneous equation system to discover the interdependent relationship between mobile game ranking and movie sales. This study is one of the first empirical investigation demonstrating reciprocal relationship between promotional game app and its target product. The results show that mobile games perform profit generating function as well as promotional function, thus suggesting managers to deal with mobile game more strategic way.
        135.
        2018.07 구독 인증기관·개인회원 무료
        Today, customers experience a multitude of online and offline touchpoints along their shopping journeys. A customer touchpoint is defined as a direct or indirect encounter with a firm along shopping process (Baxendale et al., 2015). Touchpoints can be oneway or two-way interactions between customers and firms (Verhoef, Kannan, & Inman, 2015). Instant experiences are initiated by firms, others or by customers themselves. These experiences influence customer’s overall experience with brands, and furthermore, have impact on customers' subsequent attitude and behaviour. Another important question for managers is to decide whether to aim for creating frequent encounters: focus on volume, or creating instant experiences with stronger positive-emotional response: focus on valence. Prior research investigated different touchpoints separately and mostly focused on the effect of the volume of touchpoint encounters on attitudes and behaviour. Taking a holistic perspective, we investigate the effects of volume and valence of customers’ previous experiences of firm, others and customer initiated touchpoints on satisfaction and current purchases. We employed a real-time tracking method where respondents reported their touchpoint experiences via a mobile phones, each time they encountered the focal brand in a 4- week period in supermarket, healthcare and banking categories. We employ a twostep dynamic Heckman Probit model to investigate the impact of volume and valence of touchpoints on customer behaviour, and a multivariate regression to investigate the touchpoint effects on brand satisfaction along customer journeys. Our results reveal that brand satisfaction is mostly explained by the effect of touchpoint valence and not touchpoint volume. Our behaviour model reveals that the volume, rather than valence, of previous customer initiated purchases and transactions impacts the frequency of current purchases.
        136.
        2018.07 구독 인증기관·개인회원 무료
        With the development of technology, mobile fingerprint instruments are now actively introduced to consumers as a secure and convenient solution to problems related to identity control and authorization verification management in m-payment systems. This study aims to reveal whether consumers’ inference about a tradeoff between convenience and security still influences today’s m-payment environments. A presumed research model was proposed and tested using structural equation modeling to explore the effects of perceived security, privacy, and convenience of Touch ID in-app payments on attitude toward and usage intention of the technology, mediated by perceived risk and trust. The results (n = 406) revealed that perceived privacy, security, and convenience of Touch ID in-app payments directly or indirectly influenced consumer attitude toward the technology, also trust and perceived risk significantly mediated the effects of such factors on attitude, predicting usage intention. These findings have important theoretical and practical implications, particularly for the development and marketing of retailer’s in-app payments.
        137.
        2018.07 구독 인증기관·개인회원 무료
        With the increasing prevalence of smartphones, marketers have a keen interest in the mobile channel hoping to enhance the effectiveness of marketing activities and improve sales performance. Prior research on mobile marketing examines for example, coupon redemption, time sensitivity, and message optimization, and find that marketing activities and the corresponding performance should be understood based on contexts in which such actions are employed. Following this stream of research, we focus on the context in which consumers interact with mobile phones, and evaluate the role of real-time mobile coupons in driving e-commerce interest. To this end, we collaborate with an online retailer selling beauty products as well as a credit card company distributing mobile coupons on behalf of the online retailer. Target customers are selected using prior usage of credit cards such as category preference and spending amount. When SMS texts are being sent to smartphones with transaction confirmation, mobile coupons are attached to such texts in order to induce target consumers to sign up for the online retailer. Thus our data comes from two sources. The credit card company provides transaction information along with demographics and the online retailer track consumers’ behavior in log and purchase data. Our empirical analyses suggest that real-time contexts matter in determining the effectiveness of mobile coupons. To be specific, consumers who have just spent a small amount of money show a greater propensity to redeem the coupons despite small rewards. Also, heavy users of e-commerce tend to be more responsive to the coupons promoting the online retailer whereas those with large spending on beauty products are less likely to sign up. We discuss theoretical contributions of these findings and offer practical insights.
        138.
        2018.07 구독 인증기관·개인회원 무료
        By increasing awareness of product offers and availability in the consumer’s proximity, Location Based Marketing (LBM) increases relevance of placed advertisements. However, depending on how it is executed, such advertising can also be perceived as intrusive, irritating, or even violating consumer’s privacy. Existing knowledge does not offer clear directions for retailers, who are keen to know of LBM’s effectiveness on sales. In this paper, authors investigate the effects of LBM on application (app) driven revenues of 116 major mobile retailers from around the globe. In particular, we examine the contingency effects of the roles of device as well as privacy needs of the brand audience. Findings reveal that effects of LBM on app-based revenues vary by tactic (inbound vs. outbound), type of device (Tablet vs. Phone), and user type based on brand of app (Android vs. Apple). Overall, this research identifies critical factors for retailers to consider, in order to best monetize their location based efforts. Contributions of the analysis and managerial implications are discussed.
        139.
        2018.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Using a theoretical framework of cultural capital, the present study analyzed a collecting system in AbyssRium, a mobile healing game. AbyssRium provides users with emotional satisfaction by allowing them to decorate a virtual aquarium using fishes and other sea creatures. We conducted a content analysis using contents generated in online communities and focus group interview with heavy users of AbyssRium. Results suggest that game players feel superiority by possessing rare fishes over others. These rare items were also utilized to distinguish users who collected the items from others not possessing such fishes. Also, the game operator of AbyssRium maintains the game balance by imposing greater costs for experienced users than for novice users in collecting fishes and decorate the aquarium. Such a strategy contributes to sustaining the social ecosystem of Abyssrium by encouraging new users to start to play the game. The current study suggests that a simple mobile game can afford a social interaction and a social system allowing users to constructs social meaning of artifacts presented in the virtual environments. Future research may broaden the generalizability of the cultural capital framework by replicating these findings in different video games.
        4,000원
        140.
        2018.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
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