Data-Driven Promotion Planning for Paid Mobile Applications

2020 ◽  
Vol 31 (3) ◽  
pp. 1007-1029
Author(s):  
Manqi (Maggie) Li ◽  
Yan Huang ◽  
Amitabh Sinha

In this paper, we propose a two-step data-analytic approach to the promotion planning for mobile applications (apps). In the first step, we use historical sales data to estimate the app demand model and quantify the effect of price promotions on download volume. The estimation results reveal two interesting characteristics of the relationship between price promotion and download volume of mobile apps: (1) the magnitude of the direct immediate promotion effect is declining within a multiday promotion; and (2) due to the visibility effect (i.e., apps ranked high on the download chart are more visible to consumers), a price promotion also has an indirect effect on download volume by affecting app rank, and this effect can persist after the promotion ends. Based on the empirically estimated demand model, we propose a moving planning window heuristic to construct a promotion policy. Our heuristic promotion policy consists of shorter and more frequent promotions. We show that the proposed policy can increase the app lifetime revenue by around 10%.

2022 ◽  
Vol 29 (1) ◽  
pp. 1-32
Author(s):  
Zilong Liu ◽  
Xuequn Wang ◽  
Xiaohan Li ◽  
Jun Liu

Although individuals increasingly use mobile applications (apps) in their daily lives, uncertainty exists regarding how the apps will use the information they request, and it is necessary to protect users from privacy-invasive apps. Recent literature has begun to pay much attention to the privacy issue in the context of mobile apps. However, little attention has been given to designing the permission request interface to reduce individuals’ perceived uncertainty and to support their informed decisions. Drawing on the principal–agent perspective, our study aims to understand the effects of permission justification, certification, and permission relevance on users’ perceived uncertainty, which in turn influences their permission authorization. Two studies were conducted with vignettes. Our results show that certification and permission relevance indeed reduce users’ perceived uncertainty. Moreover, permission relevance moderates the relationship between permission justification and perceived uncertainty. Implications for theory and practice are discussed.


Author(s):  
Miguel Antonio Wister ◽  
Pablo Pancardo ◽  
Pablo Payro

This article analyzes some available bike mobile applications as an alternative to bike computers, as known as cycle computers or speedometers or speed sensors. We have stored a lot of datasets recorded from different mountain bike routes; in this study, we analyzed two routes only. Most mobile cycling applications estimate fields such as speed, heading, slope, distance, VMG (Velocity Made Good) and pace (cadence). However, it is necessary to calculate the relationship between cadence and power in pedaling so that cyclists know the appropriate moment to apply force to their legs to improve the torque. We studied four cycling apps and one bike computer. The contribution of this paper lies in the fact that it reports and compares measurements of cycling workouts using four mobile applications for cycling, at the same time these measurements are compared against a speedometer; the differences in distance and speed between the mobile apps used in this study are slightly notorious. We also show comparative tables and graphs, and performance evaluation of biking routes in two different bike routes.


2020 ◽  
Vol 3 (1) ◽  
Author(s):  
Wahyuni Sri Astutik

In the implementation of promotions in order to increase sales volume at the Pangkat - Kediri tile company, an analysis result of 6.00 was obtained which states that the relationship between promotion and sales volume is strong. Because promotion is one of the determining factors for the success of every company in producing to selling their products to consumers.Because the promotion includes many things starting from product strategy to product marketing / sales. However, companies certainly cannot only focus on promotional activities, because the four elements of marketing strategy (price, promotion, distribution and production) cannot be separated. So companies should be able to combine marketing strategies appropriately, so that the company is able to achieve the desired targets, namely achieving maximum profit. In order to introduce its company products to the public with advertising media is very important. Because with this advertising effort, society knows advantages that accompanied these products, so that the company's expectations for sales to increase will be even greater and its profits will also increase.Keywords:Promotion, sale, Marketing strategy and profit.


2020 ◽  
Author(s):  
Nurul Asilah Ahmad ◽  
Shahrul Azman Mohd Noah ◽  
Arimi Fitri Mat Ludin ◽  
Suzana Shahar ◽  
Noorlaili Mohd Tohit

BACKGROUND Currently, the use of smartphones to deliver health-related content has experienced a rapid growth, with more than 165,000 mobile health (mHealth) applications currently available in the digital marketplace such as iOS store and Google Play. Among these, there are several mobile applications (mobile apps) that offer tools for disease prevention and management among older generations. These mobile apps could potentially promote health behaviors which will reduce or delay the onset of disease. However, no review to date that has focused on the app marketplace specific for older adults and little is known regarding its evidence-based quality towards the health of older adults. OBJECTIVE The aim of this review was to characterize and critically appraise the content and functionality of mobile apps that focuses on health management and/or healthy lifestyle among older adults. METHODS An electronic search was conducted between May 2019 to December 2019 of the official app store for two major smartphone operating systems: iPhone operating system (iTunes App Store) and Android (Google Play Store). Stores were searched separately using predetermined search terms. Two authors screened apps based on information provided in the app description. Metadata from all included apps were abstracted into a standard assessment criteria form. Evidenced based strategies and health care expert involvement of included apps was assessed. Evidenced based strategies included: self-monitoring, goal setting, physical activity support, healthy eating support, weight and/or health assessment, personalized feedback, motivational strategies, cognitive training and social support. Two authors verified the data with reference to the apps and downloaded app themselves. RESULTS A total of 16 apps met the inclusion criteria. Six out of 16 (37.5%) apps were designed exclusively for the iOS platform while ten out of 16 (62.5%) were designed for Android platform exclusively. Physical activity component was the most common feature offered in all the apps (9/16, 56.3%) and followed by cognitive training (8/16, 50.0%). Diet/nutrition (0/16, 0%) feature, however, was not offered on all reviewed mobile apps. Of reviewed apps, 56.3% (9/16) provide education, 37.5% (6/16) provide self-monitoring features, 18.8% (3/16) provide goal setting features, 18.5% (3/16) provide personalized feedback, 6.3% (1/16) provide social support and none of the reviewed apps offers heart rate monitoring and reminder features to the users. CONCLUSIONS All reviewed mobile apps for older adults in managing health did not focused on diet/nutrition component, lack of functional components and lack of health care professional involvement in their development process. There is also a need to carry out scientific testing prior to the development of the app to ensure cost effective and its health benefits to older adults. Collaborative efforts between developers, researchers, health professionals and patients are needed in developing evidence-based, high quality mobile apps in managing health prior they are made available in the app store.


2020 ◽  
Author(s):  
Reham AlTamime ◽  
Vincent Marmion ◽  
Wendy Hall

BACKGROUND Mobile apps and IoT-enabled smartphones technologies facilitate collecting, sharing, and inferring from a vast amount of data about individuals’ location, health conditions, mobility status, and other factors. The use of such technology highlights the importance of understanding individuals’ privacy concerns to design applications that integrate their privacy expectations and requirements. OBJECTIVE This paper explores, assesses, and predicts individuals’ privacy concerns in relation to collecting and disclosing data on mobile health apps. METHODS We designed a questionnaire to identify participants’ privacy concerns pertaining to a set of 432 mobile apps’ data collection and sharing scenarios. Participants were presented with 27 scenarios that varied across three categorical factors: (1) type of data collected (e.g. health, demographic, behavioral, and location); (2) data sharing (e.g., whether it is shared, and for what purpose); and, (3) retention rate (e.g., forever, until the purpose is satisfied, unspecified, week, or year). RESULTS Our findings show that type of data, data sharing, and retention rate are all factors that affect individuals’ privacy concerns. However, specific factors such as collecting and disclosing health data to a third-party tracker play a larger role than other factors in triggering privacy concerns. CONCLUSIONS Our findings suggest that it is possible to predict privacy concerns based on these three factors. We propose design approaches that can improve users’ awareness and control of their data on mobile applications


Biomedicines ◽  
2021 ◽  
Vol 9 (5) ◽  
pp. 582
Author(s):  
Yoko Ono ◽  
Hidemasa Bono

Hypoxia is a condition in which cells, tissues, or organisms are deprived of sufficient oxygen supply. Aerobic organisms have a hypoxic response system, represented by hypoxia-inducible factor 1-α (HIF1A), to adapt to this condition. Due to publication bias, there has been little focus on genes other than well-known signature hypoxia-inducible genes. Therefore, in this study, we performed a meta-analysis to identify novel hypoxia-inducible genes. We searched publicly available transcriptome databases to obtain hypoxia-related experimental data, retrieved the metadata, and manually curated it. We selected the genes that are differentially expressed by hypoxic stimulation, and evaluated their relevance in hypoxia by performing enrichment analyses. Next, we performed a bibliometric analysis using gene2pubmed data to examine genes that have not been well studied in relation to hypoxia. Gene2pubmed data provides information about the relationship between genes and publications. We calculated and evaluated the number of reports and similarity coefficients of each gene to HIF1A, which is a representative gene in hypoxia studies. In this data-driven study, we report that several genes that were not known to be associated with hypoxia, including the G protein-coupled receptor 146 gene, are upregulated by hypoxic stimulation.


2016 ◽  
Vol 127 (8) ◽  
pp. 1775-1779 ◽  
Author(s):  
Michael Bobian ◽  
Aron Kandinov ◽  
Nour El-Kashlan ◽  
Peter F. Svider ◽  
Adam J. Folbe ◽  
...  

2021 ◽  
Author(s):  
Stephanie Maria Jansen-Kosterink ◽  
Marian Hurmuz ◽  
Marjolein den Ouden ◽  
Lex van Velsen

UNSTRUCTURED Background: eHealth applications have been recognized as a valuable tool to reduce COVID-19’s effective reproduction number. In this paper, we report on an online survey among Dutch citizens with the goal to identify antecedents of acceptance of a mobile application for COVID-19 symptom recognition and monitoring, and a mobile application for contact tracing. Methods: Next to the demographics, the online survey contained questions focussing on perceived health, fear of COVID-19 and intention to use. We used snowball sampling via posts on social media and personal connections. To identify antecedents of acceptance of the two mobile applications we conducted multiple linear regression analyses. Results: In total, 238 Dutch adults completed the survey. Almost 60% of the responders were female and the average age was 45.6 years (SD±17.4). For the symptom app, the final model included the predictors age, attitude towards technology and fear of COVID-19. The model had an R2 of 0.141. The final model for the tracing app included the same predictors and had an R2 of 0.156. The main reason to use both mobile applications was to control the spread of the COVID-19 virus. Concerns about privacy was mentioned as the main reason not to use the mobile applications. Conclusion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Discussion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance.


In recent years, mobile applications (apps) have been increasingly used and investigated as a vocabulary learning approach. Despite the extensive use of commercial English as a Foreign Language (EFL) vocabulary learning apps in China, there is a lack of a review of these apps for a systematic understanding of the components and usefulness of app-assisted vocabulary learning. To fill this knowledge gap, this study presents a systematic review of 15 EFL vocabulary learning apps that were most downloaded in China, focusing on how these apps help students develop word knowledge. The results of this study showed that most apps enabled students to access word knowledge through translating words into their native language. Notably, word knowledge was usually presented through text-plus-image and text-plus-image-plus-audio. Most of these mobile apps provided sentence examples as vocabulary learning materials. Many of these apps were integrated with game elements, especially in interactivity or feedback systems and reward systems. Based on the review results, we have provided three recommendations to vocabulary learning app developers concerning the use of video for the input of word knowledge, the efficiency of vocabulary learning, and the integration of more game elements.


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