An empirical study of consumer adoption on 3G value‐added services in China

2012 ◽  
Vol 3 (3) ◽  
pp. 257-283 ◽  
Author(s):  
Huiying Du ◽  
Ge Zhu ◽  
Limin Zhao ◽  
Tingjie Lv
2011 ◽  
Vol 3 (4) ◽  
pp. 55-70 ◽  
Author(s):  
Paul Coulton ◽  
Will Bamford

Utilizing App Stores as part of an ‘in-the-large’ methodology requires researchers to have a good understanding of the effects the platform has in the overall experimental process if they are to utilize it effectively. This paper presents an empirical study of effects of the operation an App Store has on an App lifecycle through the design, implementation and distribution of three games on the WidSets platform which arguably pioneered many of the features now seen as conventional for an App Store. Although these games achieved in excess of 1.5 million users it was evident through their App lifecycle that very large numbers of downloads are required to attract even a small number of active users and suggests such Apps need to be developed using more commercial practices than would be necessary for traditional lab testing. Further, the evidence shows that ‘value added’ features such as chat increase not only the popularity of an App but also increase the likelihood of continued use and provide a means of direct interaction with users.


Author(s):  
Keng-Lin Soh ◽  
K. Jayaraman ◽  
Li-Peng Choo ◽  
Shayan Kiumarsi

Consumers spend more time shopping and expect value-added options like backgroundmelodious songs, ample car parking, good ambience, prayer halls and rest rooms. The mainconcern is whether these facilities prolong consumers stay in the store and increase businesssales. This research article is about the relationship between the background music tempo andthe duration of consumers’ stay in the stores. Data from 177 respondents were received andanalyzed. The results show that the tempo of music is significantly affecting the emotionalstate of the consumers; fast tempo music increasing the pleasure and arousal levels. Slowtempo music has consumers stay longer in restaurants and supermarkets. However, the tempoof music does not play a significant role in manipulating the duration consumers spend in abook store and apparel shop.Keywords: Background Music; Arousal; Consumer Behavior; Shopping Experience; Stimulus-Organism-Response (S-O-R) Model.


2020 ◽  
Vol 16 (3) ◽  
pp. 409-431
Author(s):  
Wei Xue ◽  
Yinglu Sun ◽  
Subir Bandyopadhyay ◽  
Dong Cheng

Customers are important intangible assets of firms. Customer equity (CE) and customer equity sustainability ratio (CESR) cannot only provide a crucial basis for measuring the growth potential of firms but also provide managers a reference standard to allocate the marketing resource. This empirical study discussed the CE measurement of a mobile payments aggregator. With the rapid development of mobile payment in China, it is very meaningful to calculate the CE of these aggregators as an emerging business pattern because calculating CE cannot only help the mobile payments aggregator evaluate its future business development but also help it to provide value-added services and generate service fee from its clients, i.e., the retailers. The main purpose of this paper is to calculate CE of a mobile payments aggregator generated from a specific retailer from the perspective of technology diffusion. Based on the Bass model and Rogers’ theory of innovation diffusion, we calculated CE and CESR for five segments, namely innovators, early adopters, early majorities, late majorities, and laggards. The results show that it is the early adopters and the early majorities who generate most of the profit and it is also these two segments that have the greatest growth potential in the future.


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