Adoption of M-Commerce Devices by Consumers

Author(s):  
H. Hung

The Internet has undoubtedly introduced a significant wave of changes. The increased electronic transmission capacity and technology further paves a superhighway towards unrestricted communication networks (Chircu & Kauffman, 2000; Cowles, Kiecker, & Little, 2002). It is estimated that by 2007, the total number of Internet users in the world will be over 1.4 billion and the percentage of wireless users is projected to take up about 57% of the vast number (Magura, 2003). Most people anticipate that the next-generation commerce will emerge from traditional commerce to PC-based e-commerce, and eventually to mobile commerce (Ellis-Chadwick, McHardy, & Wiesnhofer, 2000, Miller, 2002, Watson, Pitt, Berthon, & Zinkhan, 2002).Mobile commerce (m-commerce) is an extension, rather than a complete replacement, of PC-based electronic commerce. It allows users to interact with other users or businesses in a wireless mode, anytime and anywhere (Balasubramanian, Peterson, & Jarvenpaa, 2002; Samuelsson & Dholakia, 2003). It is very likely that PC-based e-commerce will still prevail for a relatively long period of time in spite of the trend that more and more people will choose to adopt m-commerce for their purchases (Miller, 2002).The focus of our article is on the consumers’ adoption of m-commerce devices (MCDs), which are equipment and technologies that facilitate users to make use of m-commerce. MCDs include mobile phones, personal digital assistants (PDA), portable computer notebooks, Bluetooth, WAP, and other facilities that can have access to the wireless networks. We expect that the heading towards a world of mobile networks and wireless devices, which will present a new perspective of time and space, is definitely on its way. Several basic questions about m-commerce devices will be addressed in this article. First, why should consumers adopt MCDs? What will be the influencing factors for consideration? Are these MCDs easy to use and proven to be useful? Second, how do the MCDs compare with the devices for other types of commerce, such as e-commerce or traditional mail order? Consumers will only adopt MCDs when there are some potential significant advantages when comparing to old devices for other types of commerce. There is still a lack of comprehensive framework within which the adoption of MCDs can be evaluated. Traditional viewpoints regarding this issue, especially those that are based on technology acceptance models, will need to be revisited and revised when consumers are considering such an adoption. In this article, we propose a framework for identifying the various influencing factors of the adoption of MCD, as well as the antecedents of these influencing factors. Because of the need of the standardization of the application, interface, and inter-connectivity of all hardware and software relevant to the adoption and usage of MCDs, our proposed framework will have some global implications (Zwass, 1996). Our conceptual framework can, therefore, make significant contributions to a more in-depth understanding in the spread and acceptability of m-commerce through knowing why and how relevant MCDs are adopted. While using technology acceptance models (TAMs) as our primary reference, we also incorporate the important implications of an options model into our basic framework of analyzing consumers’ adoption of MCDs. Based on our theoretical framework, we identify four influencing factors - merits, maturity, maneuverability, and mentality - which we consider to be relevant to the decision of consumers in adopting MCDs. We also identify two generic antecedents of these influencing factors - mobility and matching. We plan to investigate the extent of influence of these influencing factors and their antecedents, which will affect consumers’ adoption decisions of MCDs. Figure 1 is a graphical representation of our conceptual model of the adoption of MCDs by consumers.

Author(s):  
Samuel Pierre

Electronic commerce or e-commerce can be briefly defined as a financial transaction or commercial information between two parties based on data transmitted over communication networks (Soriano & Ponce, 2002). It relies upon users’ interventions to initiate a transaction and select the main steps of the process. Users’ actions stem from a succession of virtual decisions. Indeed, when shopping with a virtual catalog, customers can select products which meet their needs, tastes, and respect their price range. Such decisions consistently require the users’ input, thus costing them both time and money. These costs are even more exorbitant when a search is launched for an order that includes a variety of products from different sources which have different characteristics (price range, delivery dates, etc.). When transactions involve users who are moving or take place over mobile networks, this is referred to as mobile electronic commerce, a specific type of e-commerce. Mobile electronic commerce (or m-commerce) refers to an ability to carry out wireless commercial transactions using mobile applications within mobile devices, such as mobile phones and personal digital assistants (PDAs). It is generally defined as the set of transactions or processes which can be carried out over a wireless mobile network. According to this definition, m-commerce constitutes a subset of all electronic commercial transactions (electronic commerce or e-commerce) from business to consumer (B2C) or business to business (B2B). Thus, short personal messages such as those from SMS (short messaging system) sent between two individuals do not fall into the category of m-commerce, whereas messages from a service provider to a salesperson or a consumer, or vice versa, do fit this very definition. M-commerce appears as an emerging manifestation of Internet electronic commerce which meshes together concepts such as the Internet, mobile computing, and wireless telecommunications in order to provide an array of sophisticated services (m-services) to mobile users (Varshney, Vetter, & Kalakota, 2000; Veijalainen, Terziyan, & Tirri, 2003). E-commerce includes an initial step where consumers search for a product they wish to purchase by virtually visiting several merchants. Once the product is found, negotiations can take place between the customer and the merchant (electronic negotiation or e-negotiation) (Paurobally, Turner, & Jennings, 2003). If an agreement is reached, the next step is the payment phase. At each step of the process, some problems arise, such as transaction security, confidence in the payment protocol, bandwidth limitations, quality of service, shipping delays, and so forth (Younas, Chao, & Anane, 2003; Zhang, Yuan, & Archer, 2002). The peak withdrawal periods have always presented a major challenge for certain types of distributed applications. The advent of m-commerce further highlights this problem. Indeed, in spite of rather optimistic predictions, m-commerce is plagued by several handicaps which hinder its commercial development, security being the main one. Many market research studies, like those carried out by Strategy Analytics and the Gartner Group, predicted that by 2004 there would be over one billion wireless device users, some 600 million wireless Internet subscribers, a $200 billion m-commerce market, and 40% of consumer-to-business e-commerce will take place over Web-enabled phones (Gosh & Swaminatha, 2004). However, these business opportunities could be compromised by new security risks specific to the wireless medium and devices. As a result, the potential boom in the number of new m-commerce applications and markets can be achieved if and only if security and privacy can be integrated into online m-commerce applications. This article analyzes some major security issues concerning mobile commerce. The next section presents background and related work, followed by a summary of some security issues and challenges. Future and emerging trends in secure m-commerce are then outlined, and the article is concluded.


Kybernetes ◽  
2015 ◽  
Vol 44 (5) ◽  
pp. 788-805 ◽  
Author(s):  
Francisco Javier Rondan-Cataluña ◽  
Jorge Arenas-Gaitán ◽  
Patricio Esteban Ramírez-Correa

Purpose – The purpose of this paper is to provide a complete and chronological view of the evolution of the main acceptance and use of technology models, from the 1970s to the present day. Design/methodology/approach – A comparison of partial least squares (linear model) and WarpPLS (non-linear model) has been run for each acceptation of technology model: TRA, TAM0, TAM1, TAM2, TAM3, UTAUT, UTAUT2. The data set collects the information of mobile internet users. Findings – The authors have concluded that UTAUT2 model obtains a better explanation power than the rest of technology acceptance models (TAMs) in the sample of mobile internet users. Furthermore, all models have a better explanation power using non-linear relationships than the traditional linear approach. Originality/value – The vast majority of research published to date with regard to the Theory of Reasoned Action (TRA), the Technology Acceptance Model (TAM), and the Unified Theory of Acceptance and Use of Technology (UTAUT) are based on structural equation models assuming linear relationships between variables. The originality of this study is that it incorporates non-linear relationships and compares the same models using both approaches.


Author(s):  
Abidin Alhassan ◽  
Leon Li ◽  
Krishna Reddy ◽  
Geeta Duppati

This research provides empirical results on context-based factors that determine the use of mobile money in Africa by employing a unique secondary data which provides a new perspective on the technology acceptance model (TAM) application. The hypothesised research model tests the context-based constructs to determine how these constructs affect peoples' intentions and attitudes towards the continued use of mobile money. Exploring these constructs provides an understanding of the insights into the marketing campaigns and growth of mobile money providers. The empirical results suggest that the availability of electricity is an important factor for mobile phone functionality and ongoing use of mobile money in the long run. There is also a correlation between regulations that are perceived to be enabling and the intentions of individuals to continue using mobile money. However, there is a negative correlation between rural dwellings and the intentions of individuals to adopt the use of mobile money which finds its basis in the inadequate mobile networks and national grid systems in rural areas.


Author(s):  
Reham I. Elseidi

The purpose of this article is to investigate the factors that impact on Egyptian consumers' attitudes and intentions to use online shopping by integrating the technology acceptance models of Davis, and Fishbein and Ajzen's theory of reasoned action. In addition, other variables will be added such as trust and perceived enjoyment for its theoretical framework. A total 306 current internet users in Egypt provided usable responses. Structural equation modelling was employed to test the proposed model and research hypotheses. The findings showed that perceived usefulness, perceived ease of use, trust and perceived enjoyment were the significant predictors of attitude toward online shopping; whereas, attitude, perceived usefulness and perceived enjoyment were the most important factors affect the behavioural intention toward online shopping. The article provides some useful suggestions for the practitioners within the online shopping field.


2018 ◽  
Vol 8 (3) ◽  
pp. 1-18 ◽  
Author(s):  
Reham I. Elseidi

The purpose of this article is to investigate the factors that impact on Egyptian consumers' attitudes and intentions to use online shopping by integrating the technology acceptance models of Davis, and Fishbein and Ajzen's theory of reasoned action. In addition, other variables will be added such as trust and perceived enjoyment for its theoretical framework. A total 306 current internet users in Egypt provided usable responses. Structural equation modelling was employed to test the proposed model and research hypotheses. The findings showed that perceived usefulness, perceived ease of use, trust and perceived enjoyment were the significant predictors of attitude toward online shopping; whereas, attitude, perceived usefulness and perceived enjoyment were the most important factors affect the behavioural intention toward online shopping. The article provides some useful suggestions for the practitioners within the online shopping field.


2009 ◽  
pp. 2653-2659 ◽  
Author(s):  
Samuel Pierre

Electronic commerce or e-commerce can be briefly defined as a financial transaction or commercial information between two parties based on data transmitted over communication networks (Soriano & Ponce, 2002). It relies upon users’ interventions to initiate a transaction and select the main steps of the process. Users’ actions stem from a succession of virtual decisions. Indeed, when shopping with a virtual catalog, customers can select products which meet their needs, tastes, and respect their price range. Such decisions consistently require the users’ input, thus costing them both time and money. These costs are even more exorbitant when a search is launched for an order that includes a variety of products from different sources which have different characteristics (price range, delivery dates, etc.). When transactions involve users who are moving or take place over mobile networks, this is referred to as mobile electronic commerce, a specific type of e-commerce. Mobile electronic commerce (or m-commerce) refers to an ability to carry out wireless commercial transactions using mobile applications within mobile devices, such as mobile phones and personal digital assistants (PDAs). It is generally defined as the set of transactions or processes which can be carried out over a wireless mobile network. According to this definition, m-commerce constitutes a subset of all electronic commercial transactions (electronic commerce or e-commerce) from business to consumer (B2C) or business to business (B2B). Thus, short personal messages such as those from SMS (short messaging system) sent between two individuals do not fall into the category of m-commerce, whereas messages from a service provider to a salesperson or a consumer, or vice versa, do fit this very definition. M-commerce appears as an emerging manifestation of Internet electronic commerce which meshes together concepts such as the Internet, mobile computing, and wireless telecommunications in order to provide an array of sophisticated services (m-services) to mobile users (Varshney, Vetter, & Kalakota, 2000; Veijalainen, Terziyan, & Tirri, 2003). E-commerce includes an initial step where consumers search for a product they wish to purchase by virtually visiting several merchants. Once the product is found, negotiations can take place between the customer and the merchant (electronic negotiation or e-negotiation) (Paurobally, Turner, & Jennings, 2003). If an agreement is reached, the next step is the payment phase. At each step of the process, some problems arise, such as transaction security, confidence in the payment protocol, bandwidth limitations, quality of service, shipping delays, and so forth (Younas, Chao, & Anane, 2003; Zhang, Yuan, & Archer, 2002). The peak withdrawal periods have always presented a major challenge for certain types of distributed applications. The advent of m-commerce further highlights this problem. Indeed, in spite of rather optimistic predictions, m-commerce is plagued by several handicaps which hinder its commercial development, security being the main one.


Author(s):  
Anna M. H. Abrams ◽  
Pia S. C. Dautzenberg ◽  
Carla Jakobowsky ◽  
Stefan Ladwig ◽  
Astrid M. Rosenthal-von der Pütten

Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1387
Author(s):  
Oswaldo Sebastian Peñaherrera-Pulla ◽  
Carlos Baena ◽  
Sergio Fortes ◽  
Eduardo Baena ◽  
Raquel Barco

Cloud Gaming is a cutting-edge paradigm in the video game provision where the graphics rendering and logic are computed in the cloud. This allows a user’s thin client systems with much more limited capabilities to offer a comparable experience with traditional local and online gaming but using reduced hardware requirements. In contrast, this approach stresses the communication networks between the client and the cloud. In this context, it is necessary to know how to configure the network in order to provide service with the best quality. To that end, the present work defines a novel framework for Cloud Gaming performance evaluation. This system is implemented in a real testbed and evaluates the Cloud Gaming approach for different transport networks (Ethernet, WiFi, and LTE (Long Term Evolution)) and scenarios, automating the acquisition of the gaming metrics. From this, the impact on the overall gaming experience is analyzed identifying the main parameters involved in its performance. Hence, the future lines for Cloud Gaming QoE-based (Quality of Experience) optimization are established, this way being of configuration, a trendy paradigm in the new-generation networks, such as 4G and 5G (Fourth and Fifth Generation of Mobile Networks).


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