scholarly journals The Impact of the New Generation Mobile Apps on Services Sector

2019 ◽  
Vol 8 (3) ◽  
pp. 6881-6886

A General Vehicle Technology such as Computer Applications and Internet Penetration affects all sectors of Economy. Previous studies have quantified the extent of growth in GDP that occurs due to a given growth level in internet subscriptions. However, the immediate impact of mobile app usage is naturally on services sector growth rather than the overall GDP. Since September 2016, when Reliance Jio unleashed a data price war, the app-based services sector saw a phenomenal growth. Taking this well-known fact into account, this paper constructs a regression model between mobile internet subscription and the growth of services sector in six states of India for the period 2014-18. The study also enquires if the spurt of mobile data usage since the year 2017 has resulted in a corresponding growth on services sector GSDP in the target states. Although there exists an extremely strong correlation between the growth of wireless internet subscriptions and the growth of services sector in the target states, the spurt in data usage since 2017 hasn’t resulted in a corresponding spurt in the growth of services sector. The study explores the implications of such results obtained through regression analysis between mobile internet and the growth in services sector GSDP.

2017 ◽  
Vol 9 (3) ◽  
pp. 248-264 ◽  
Author(s):  
Preeti Tak ◽  
Savita Panwar

Purpose The purpose of this paper is to understand antecedents of app-based shopping in an Indian context. The paper has used unified theory of acceptance and use of technology (UTAUT) 2 model for examining the impact of various constructs on behavioral intention and usage behavior of smart phone users toward the mobile shopping apps. Design/methodology/approach The constructs were tested and validated by means of a structured questionnaire which was administered on a sample of 350 mobile app shoppers in Delhi. AMOS 20 was used to analyze the collected data. Findings The study revealed that hedonic and habit are the strongest predictors of users’ behavioral intention to use mobile apps for shopping. Respondents are also influenced by the deals that are being offered by the marketers. The research also suggests that facilitating conditions help in usage of mobile apps for shopping. Research limitations/implications Managerial implications simplifying the interface which would encourage the less technologically advanced individuals to use mobile apps. Hedonic element of shopping through mobile apps should also be enhanced. Originality/value This study contributes to the research on intentions and usage behavior of consumer technologies by adopting UTAUT 2 model to explain the intentions and usage behavior toward mobile apps for shopping. The paper also measured the role of deals in influencing the consumers.


2020 ◽  
Vol 12 (17) ◽  
pp. 6753
Author(s):  
Miluska Murillo-Zegarra ◽  
Carla Ruiz-Mafe ◽  
Silvia Sanz-Blas

This paper examines consumers’ behaviours towards mobile advertising alerts offered by branded mobile apps in the fashion industry. While consumer-driven factors have attracted much attention, little research has examined the impact of data-driven mobile advertising alerts on consumer continuance intention for branded mobile apps. This paper analyses the combined influence of consumer beliefs, data-driven mobile advertising alerts, and perceived value on mobile advertising acceptance, intention to repurchase, and recommendation behaviour towards branded mobile apps on social media. In total, 340 valid responses from Spanish customers of an online fashion outlet, all social media users, who make their purchases from the company exclusively through its branded mobile application, were analysed to test the hypotheses, using structural equation modelling. The results showed that mobile advertising acceptance, intention to repurchase, and recommendation behaviour are driven by the perceived value of the branded mobile app. Perceived value is determined by the usefulness of the branded mobile app, attitudes towards mobile advertising alerts, and irritation. Mobile advertising content (informativeness and credibility) improves attitudes towards mobile advertising alerts. Ease of use increases perceived usefulness, while perceived control decreases irritation. Managerial implications are provided.


2018 ◽  
Vol 17 (3) ◽  
pp. 207-224
Author(s):  
Roslyn Layton

Abstract Net neutrality or “Open Internet” rulemaking has been ongoing for more than a decade. Some 50 nations have adopted formal rules including the US (then repealed), the European Union, India, and many countries in Latin America. Among other arguments, it is asserted that net neutrality rules are necessary for application innovation. While the focus for policymakers has largely been to make rules, there is less attention on how to measure the impact of such rules and how well they achieve their innovation goals. The article summaries a specific research investigation to what degree the introduction of rules in a given country stimulates innovation in that country’s mobile app ecosystem. The focus in on mobile networks because it allowed the most consistent data across countries. The study covered 53 countries, their net neutrality policies (or lack thereof), and the results to the respective mobile application ecosystems of the countries adopting rules between the period of 2010–2016. This investigation tests the proposition that countries which adopt net neutrality rules should experience an increase in mobile app development innovation within their national economy. To test this, a statistical methodology was developed based upon measuring the number of locally developed mobile apps in the country for relevant periods before and after rules are imposed and the corresponding app downloads, usage, and revenue. Measurement was conducted with two independent toolsets and adjusted for the sophistication and penetration of advanced mobile networks in the country. To make more meaningful comparisons and avoid inevitable heterogeneity across the countries, the investigation focuses on two similar countries with different rules, Denmark with soft rules (self-regulation) and Netherlands with hard rules (legislation). The study reviewed the leading theories of innovation as well as the foundational papers in net neutrality to explain the observed discrepancies. The research finds significant statistical support for “soft” net neutrality measures adopted on a voluntary basis. Hard rules adopted through legislation and regulation were not associated with greater mobile app development for the given country. Denmark increased in local mobile app development while Netherlands decreased. Additionally, the explosion of mobile apps from countries with no net neutrality rules and the general dearth of mobile apps from countries which have had hard rules for years runs counter to expected results. This suggests that policymakers revisit their assumptions and expectations for net neutrality policy.


2019 ◽  
Vol 50 (3) ◽  
pp. 427-453
Author(s):  
Alberto Michele Felicetti ◽  
Antonio Palmiro Volpentesta ◽  
Salvatore Ammirato

Purpose The provision of information about food to consumers is well recognized to be problematic and complex. Novel approaches tend to adopt app-based services as a way for consumers to get better food information. Potentially, these services could provide relevant information to consumers because they could address particular needs by leveraging on context-awareness, ubiquity and pervasiveness. Do current app-based services actualize these potentialities? The purpose of this paper is twofold: to propose a methodological approach that can be easily adapted to conduct reviews of app-based services and provide consumers with information about food and to answer this question on a specified food information domain (namely, olive oil). Design/methodology/approach A literature review was performed to investigate characteristics of food information services under a consumer’s value perspective. Then, a qualitative framework was built, which allowed a multidimensional analysis of the food information provided by a service through a mobile app. Moreover, an application of that framework on “olive oil” mobile apps was carried out, with the twofold objective of providing an example of application of the proposed framework in a real context and analyzing the role of mobile apps in reducing consumers’ information and knowledge gap in this particular domain. The review covers commercial applications on “olive oil,” available on the Apple App Store and Google Play Store. Findings A framework of multidimensional analysis of the two-way information flow in the interaction between a consumer/user and a food app-based service is proposed. The framework represents a useful tool to analyze the offer of mobile-based services in a given sector. The framework is then applied to perform a situation analysis of app-based services in the olive oil market. The analysis highlights that olive oil information providers do not seem to fully exploit recent advances in “Internet of food” technologies. Hence, results from our survey suggest some direction to conceive and develop innovative mobile olive oil apps that better exploit mobiquitous technology features. Practical implications Consumers perceive a growing need of information about food. This need is mainly due to recent cases of adulterations, allegations of fraud and subterfuges that have invested food sector (in particular, olive oil sector). This research provides a useful framework to analyze some aspects of management of food information provision through mobile apps. Such a framework represents a practical tool that provides fruitful insights for the design of a new generation of food-app based services within the so-called “internet of food” domain. Originality/value Although there are countless mobile apps aimed to assist consumers with their everyday food practices, little research has been devoted to investigate the impact of mobiquitous technologies on the management of food information provision to consumers. The available research lacks in defining an approach capable to analyze the relevance of information provided to targeted audiences by mobile food apps. This paper tries to fill this knowledge gap by proposing a framework that is based on a characterization of food information flows in terms of categorization, source and service features.


Systems ◽  
2021 ◽  
Vol 10 (1) ◽  
pp. 3
Author(s):  
Qianling Jiang ◽  
Jie Sun ◽  
Chun Yang ◽  
Chao Gu

In response to the rapid growth of mobile Internet, online retailers have created better shopping experiences through new technologies. These shopping experiences are the product of the new interaction methods created by new technologies and the intrinsic value of these technologies. To achieve a better understanding of how new technologies improve consumers’ intention to use them continuously, this study established a theoretical model of how consumers’ perceived interactivity affects intrinsic value, which then affects attitudes, and ultimately contributes to the theoretical model. Within the perceived interactivity construct, there is perceived control, personalization and responsiveness, and as part of the intrinsic value construct there is playfulness and aesthetics. The results demonstrate that intrinsic value and perceived interactivity play important roles in predicting consumers’ attitudes and continuance intention to use new technologies applied to mobile e-commerce, but do not include perceived control in perceived interactivity. To highlight the results of this study, relevant enterprises or practitioners may use the findings to design or improve the features of existing mobile apps to provide better services and experiences to consumers based on their internal perceptions.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mohammad S. Najjar ◽  
Laila Dahabiyeh ◽  
Raed Salah Algharabat

PurposeMobile device users are frequently faced with a decision to allow access to their personal information that resides on their devices in order to install mobile applications (apps) and use their features. This paper examines the impact of satisfaction on the intention to allow access to personal information. The paper achieves this by acknowledging the affective and cognitive components of satisfaction derived from affect heuristic and privacy calculus theories, respectively.Design/methodology/approachSurvey data was collected from mobile device users who download and install mobile apps on their devices. Overall, 489 responses were collected and analyzed using LISREL 8.80.FindingsThe findings suggest that personal information disclosure decision is mainly a matter of being satisfied with the mobile app or not. We show that perceived benefits are more critical than perceived risks in determining satisfaction, and that perceived benefits influence intention to allow access to personal information indirectly through satisfaction.Originality/valueThis study offers a more nuanced analysis of the influence of satisfaction by examining the role of its two components: the cognitive (represented in perceived benefits and perceived risks) and the affective (represented in affect). We show that information disclosure decision is a complicated process that combines both rational and emotional elements.


2019 ◽  
Vol 56 (1) ◽  
pp. 76-88 ◽  
Author(s):  
D. Eric Boyd ◽  
P. K. Kannan ◽  
Rebecca J. Slotegraaf

Although firms are increasingly launching branded mobile apps, an understanding of their influence on firm value remains elusive. Using stock market returns to assess firm value, the authors investigate the impact of branded mobile app announcements on such value. Moreover, recognizing that mobile apps generate various touchpoints in the customer journey, the authors also investigate how an app’s design shifts the effects of mobile apps on firm value. In particular, they investigate effects from whether an app emphasizes features related to peer-to-peer interactions about the brand, personal-oriented interactions between a customer and the brand, or the purchase phase itself. They find that the launch of a mobile app increases firm value and that the features emphasized in app design play an important role in such value creation. The study offers important implications regarding the accountability of branded mobile apps and provides direction for marketing theory and practice.


2011 ◽  
Vol 2 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Krassie Petrova ◽  
Raymond Yiwen Huang

The mobile Internet is a fast-growing technology that provides access to the traditional stationary (fixed-line) Internet from devices connected to mobile communication networks. It is predicted that the convergence between mobile networks and the fixed-line Internet will be a core feature in the next generation network architecture, achieving fast ‘anywhere’ Internet access and global mobility management. Applying a case study approach, this paper reviews the New Zealand mobile Internet market mix, competition, and mobile service provision. The key mobile Internet deployment requirements are determined and analyzed in order to identify a set of mobile Internet critical success factors and to investigate the impact of the shift from fixed-line to mobile and wireless Internet data communication infrastructure.


2021 ◽  
Author(s):  
Zhuojun Gu ◽  
Ravi Bapna ◽  
Jason Chan ◽  
Alok Gupta

The most commonly cited issues with mobile apps are low user engagement and retention levels. In this paper, we use a randomized control trial to test the efficacy of crowdsourcing on enhancing user engagement and retention in the context of mobile gaming apps. We examine two specific crowdsourcing features: the ability to submit content and the ability to access crowdsourced content. We find that the content submission significantly increases engagement and retention by reducing users’ hazard of ending a session by approximately 11% relative to the baseline and reducing the hazard of abandoning the game app by 14%. In contrast, giving users the ability to access crowdsourced content has no significant effect on engagement but has a positive effect on retention by reducing the hazard of abandoning the game app by 13%. Surprisingly, we find that the interaction effect of these two crowdsourced features is negative on user engagement. Individually, the submission feature manifests itself via empowering users to control their product use experience, whereas the access feature’s positive effect on retention is mediated by diversity and novelty of content. However, the two effects are not complementary. It turns out when these two features are given together, the empowerment enabled by one’s own submission is crowded out by others’ submissions, and this dominates the diversity benefit. Crowdsourcing features have heterogeneous impact on different user segments, with heavy users and users of longer tenure being more affected by the crowdsourcing features. This paper was accepted by Anandhi Bharadwaj, information systems.


2021 ◽  
Author(s):  
Nikita B Rajani ◽  
Nikolaos Mastellos ◽  
Filippos T Filippidis

BACKGROUND Both the number of smokers making quit attempts and the number of smokers successfully quitting has been falling over the past years. Past studies have shown that smokers with high self-efficacy and motivation to quit have an increased likelihood of quitting and staying quit. Consequently, further research on strategies which can improve the self-efficacy and motivation of smokers seeking to quit could lead to substantially higher cessation rates. Some studies have found that gamification can positively impact cognitive components of behavioural change, including self-efficacy and motivation. However, the impact of gamification in the context of smoking cessation and mobile health has been sparsely investigated. OBJECTIVE The study aims to examine the association between perceived usefulness, perceived ease of use and frequency of use of gamification features embedded in smoking cessation apps on the self-efficacy and motivation to quit of smokers. METHODS Participants were assigned to use one of two mobile apps for a duration of four weeks. Online questionnaires were provided to participants before app usage, two weeks after and four weeks after they started using the app. Gamification was quantitatively operationalized based on Cugelman’s gamification framework and concepts from the technology acceptance model. Mean values of perceived frequency, ease of use and usefulness of gamification features were calculated at mid-study and end-study. Two linear regression models were performed to investigate the impact of gamification on self-efficacy and motivation to quit. RESULTS 116 participants completed the study. Mean self-efficacy increased from 37.38 to 42.47 points and motivation to quit increased from 5.94 to 6.32 points after app usage. “Goal setting” was perceived to be the most useful gamification feature whilst “sharing” was perceived to be the least useful. Participants self-reported that they used the progress dashboards the most often whilst the sharing feature the least often. Average perceived frequency of gamification features was statistically significantly associated with change in self-efficacy (β=3.35, 95% CI: 0.31 to 6.40) and change in motivation to quit (β=0.54, 95% CI: 0.15 to 0.94) between baseline and end-study. CONCLUSIONS Gamification embedded into mobile apps can have positive effects on the self-efficacy and motivation to quit of smokers. The findings of the study can provide important insights for tobacco control policy makers, mobile app developers and smokers seeking to quit.


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