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1.
Increased engagement with mobile apps is an emerging trend with people today. Mobile devices have become so personalized that many people consider their mobile device as an extension of themselves. Research has suggested that one driving factor in a person’s adoption of mobile apps is the pursuit of happiness. However, there is little research regarding the influence of apps on a person’s well-being. The purpose of this paper was to examine mobile app usage among college students and the relationship between app usage and one’s satisfaction with life. Findings suggest that there is a correlation between mobile app usage and a person’s level of satisfaction with life. Gender differences in app usage were also found.  相似文献   

2.
Prior research has mostly examined the satisfaction, intention, and behavior of users toward technology and systems in general, and little research has been dedicated to understanding apps commerce and app stores. Drawing upon the extended model of IT continuance and theory of information overload as a theoretical foundation, the aim of this study is to examine consumer satisfaction, continuous intention, and behavior toward apps shopping. A total of 347 valid questionnaires were collected from experienced consumers with app stores to statistically test the theoretical model using the partial least squares path modelling approach, a structural equation modelling technique. The results show that apps self-efficacy, post-usage usefulness, disconfirmation, facilitating conditions, perceived information overload, apps satisfaction, and apps continuance intention can be used to predict and explain 75.7% of variance in consumer’s continuance behavior in using app stores. The negative and positive causal relationship between constructs, managerial implications, and limitations are discussed.  相似文献   

3.
Although mobile applications (apps) are now widespread, to date few studies have considered the effects that app use has on loyalty towards the retailer. This study aims to explore the impact of affective and cognitive app experiences on loyalty towards retailers. A theoretical model, validated empirically with data from a survey using partial least squares structural equation modelling (PLS-SEM), is proposed. The results show the key role of affective experience and its impact on cognitive experience and that both dimensions positively influence the satisfaction and trust that users have in apps, which in turn has a positive effect on loyalty felt towards the retailer. These findings contribute towards improving the theoretical knowledge of the impact of apps on the retailer-customer relationship, and guide businesses in developing and implementing appropriate app-related strategies.  相似文献   

4.
Given the incredible ability to interact with consumers, branded apps have become a new important brand relationship building platform for marketers. However, despite the remarkable growth of app users, many brands are still struggling to attract continuous usage among user. Past research emphasized on the functional perspective of branded apps usage, yet emotional factors have received less attention. Therefore, to address the research gap, present research draws from the conceptual lens of pleasure-arousal-dominance (PAD) model from environmental psychology to examine the emotional factors of branded apps. The objective of this research is to investigate the drivers of branded app atmospherics in brand relationships. We recruited 408 users by an online survey. Results identify atmospherics cues that influence the experiential emotions of pleasure, arousal and dominance, which generates usage intention. This research contributes knowledge by extending PAD model to branded app context and provide an important ground where practitioners can design atmospherics cues that create emotional experience in branded app to foster brand relationship.  相似文献   

5.
The demand for using library apps to search for information has been increasing after the COVID-19 outbreak. To look into how the pandemic affects the users’ perception of the loyalty of using library apps, we designed this research by amalgamating the updated IS success model and S–O-R model to evaluate the service quality of a public library app under the Hong Kong Government mobile applications initiative. A third-order model is established to demonstrate the multi-faceted aspects of service quality and mediating effects of perceived brand image, satisfaction, and e-word of mouth. Using structural equation modeling, data collected from Hong Kong, a metropolis where mobile services empower its citizens, showed the interrelationships among service quality and possible outcomes (i.e., perceived brand image, user satisfaction, e-word of mouth, and user loyalty). Findings also indicate that the influence of perceived service quality on user loyalty could only be achieved through perceived brand image and user satisfaction. This is a timely study during the COVID-19 pandemic, as the lockdown and social distancing arrangements created challenges for citizens to search for information in public libraries in person. Our findings and suggestions reiterate the importance of considering the usability concepts when analyzing the service quality of each unique app. They also provide insights for practitioners in developing the next generation of apps for smart public information services and call for further investigation into the proposed hierarchical model and other potential factors related to service quality.  相似文献   

6.
This paper examines the variables influencing a consumer's satisfaction and continuous use of a multichannel retailer's mobile application. Drawing upon the Expectation Confirmation Model for Information Technologies, post-adoption literature, and consumer behavior literature, we assess pertinent factors on the continuous usage of multichannel retailers' mobile apps. Through a sample of 1009 consumers who retained a retailer's mobile app for more than 6 months and conducting Structural Equation Modelling, the findings illustrate that utilitarian variables (perceived usefulness, ease of use, and personalization), hedonic variables (perceived enjoyment), and a brand-related variable (consumer loyalty intention toward the retailer's brand), play a significant role in influencing continuous usage of multichannel retailers' mobile apps. In contrast to e-commerce research, the study outlines that escapism plays a negative role in both consumer satisfaction and intention to continue to use a multichannel retailer's mobile app. Previous research points to the fact that consumers' retention of retailers' apps is low. This paper contributes to the emerging literature on consumers' continuous use of retailers' mobile apps through enhancing our understanding of technology and non-technology-related variables.  相似文献   

7.
8.
This research examines the interdependencies in users’ sequential app adoptions within and across diverse app categories. We employ a Zero-inflated Negative Binomial (ZINB) model to analyze a unique, granular, and individual-level mobile app adoption dataset, revealing three main findings. First, users’ app adoption decisions are highly history-dependent and category-specific in a nonlinear fashion. Early adoption can enhance subsequent downloads within the same category for app categories with high needs evolvement and horizontal differentiation (e.g., Game and Education apps). However, it may crowd out subsequent downloads in other categories with low needs evolvement and horizontal differentiation (e.g., Communication and Social media apps). Second, these effects are further moderated by users’ individual characteristics such as app usage tenure and phone price. Third, there exist nontrivial app adoption spillovers across app categories. For example, users’ adoptions of apps with relatively high hedonic values (e.g., Game and Music apps) can suppress their subsequent need for apps with relatively high utilitarian values (e.g., Education and Online banking apps), and vice versa. Together, these results offer novel managerial implications for app developers and platforms to promote apps in different categories based on users’ adoption histories.  相似文献   

9.
Though the mobile app market is substantial and growing fast, most app providers struggle to monetize apps profitably. Monetizing apps is done in two ways: a) selling advertising space within a free version of the app, and b) selling a paid version, termed freemium or in-app purchase strategy. In this paper, we present a framework for monetization of mobile apps, using two central empirical regularities concerning the relationship between users and their mobile apps: a) Sampling: While consumers have some prior knowledge of their fit with the app, they remain uncertain regarding their exact utility until they are using it; and b) Satiation: The utility of using the app may decrease with time. While work on the monetization of digital goods has largely overlooked the role of satiation and the consequent retention issues, we show that in combination with uncertainty, it elucidates the role of the segments of consumers that download the free vs. paid version of the app, and how to balance these two segments so as to monetize mobile apps. We encounter two distinct scenarios: In the first, advertising drives most of the revenues; while in the second, revenues are driven by the paid version of the app. We explain how uncertainty and satiation affect the prevalence of the respective scenarios and impact the share of revenues from the paid vs free version of the app. We also demonstrate that an app provider can profit from offering a free version with ads even if advertisers are not paying for these ads. In other words, the app provider benefits from offering a “damaged good” version of the app that includes ads, even if this version is free to consumers, and the advertisers are not paying for the ads.  相似文献   

10.
This paper investigates how mobile app design and social media can be used to influence the intention for continued use of location-based mobile apps. Uses and gratification theory and information systems success model are used to explore the key factors of continued usage intention. Three hundred and fifty-six valid questionnaires were collected to test the research model. The results showed that perceived usefulness, enjoyment, sense of belonging would significantly influence the usage habit and satisfaction of bicycle-based exercise app. In particular, the habit and satisfaction had strong impact on the intention for continued use. This study extended the findings of exercises with mobile apps and provided implications for the developers and operators of fitness and leisure-oriented apps.  相似文献   

11.
ABSTRACT

This research presents and validates a framework, which illustrates how to motivate consumers to engage with branded mobile applications, or apps. The framework shows that consumer involvement with branded apps underpins two sets of consumer perceptions of the benefits that the app offers, which reflect the different motives for engaging with the app, as consumers experience them. These perceptions include the utilitarian motives of security, usefulness and ease of use; and the hedonic motives of interpersonal utility, attachment (with the device) and entertainment. This range of motives leads to the willingness to pay for the app and the willingness to recommend it. This research contributes to marketing theory by clarifying specific details of the psychological process through which it is possible to motivate consumer engagement with branded apps - i.e. by means of binding involvement, perceptions of how apps’ benefits meet individual needs and two key outcomes. The findings also yield managerial relevance. Above all, the outcomes of this research suggest that, by involving and motivating consumers through the improvement of the benefits that a branded app offers, it is possible to increase the app’s revenues and to encourage word-of-mouth, creating value for app providers and consumers.  相似文献   

12.
In recent years, there has been proliferation of grocery mobile apps as grocery shopping on mobile has found increasing acceptance among customers accelerated by multiple factors. Maintaining high level of customer satisfaction is important for grocery mobile apps in the highly competitive app market. Online reviews have been a rich source of information to analyze customer satisfaction with a product or service. This paper explores the determinants of customer satisfaction for grocery mobile apps using online reviews. Latent Dirichlet Analysis (LDA), which is a text mining technique, is used to analyze online customer reviews of 27,337 customers to identify determinants of customer satisfaction. The determinants identified were further analyzed using a series of analysis to understand the importance of each determinant. Dominance analysis examined the relative importance of the determinants of customer satisfaction based on the overall rating. Correspondence analysis identified determinants which cause satisfaction separately from the determinants which cause dissatisfaction. The results from this study will provide insights to business managers of grocery mobile apps for decision-making on customer satisfaction management.  相似文献   

13.
Digital technologies have squeezed the entire world into a small frame. Trade and transactions never stop, and they go where the customer is. Marketers must reinvent their strategies and toolkits to win in this hyper-connected world. Companies are creating new and improved ways for engaging and involving their consumers, and one significant tool now used by companies for these purposes is the app. Mobile phones have registered the highest growth among all technological evolutions, and mobile apps are proliferating. Apps are being used across a diverse range of industry verticals, including banking, e-commerce, travel, and tourism. This article studies a set of twenty different banking apps and segments consumers based on their adoption and usage of the apps. This article emphasizes the role of mobile technologies to change established channels and banking services, and also analyzes how the Indian banking sector has benefited from the adoption of mobile apps.  相似文献   

14.
This research investigates the extent to which Mobile Augmented Reality (MAR) apps can influence user attitudes and shopping behavior. It empirically explores user experience and examines its effects on consumer perceptions of hedonic and utilitarian gratification, informativeness, and ease of use. Findings indicate perceptions of gratification and informativeness significantly associate with MAR app use. When consumers perceived the MAR app as enjoyable, useful, and contributing to the information acquisition, they were inclined toward a more positive affective response. Practically it provides insights into MAR use, which benefits both consumers and MAR app designers, and influences company marketing strategy.  相似文献   

15.
Food delivery apps (FDAs) have transformed the way consumers order and consume food, especially during the mobility limitations of the COVID-19 pandemic. The hospitality industry, especially restaurants are heavily reliant on mobile technology during the pandemic to strengthen essential online to offline food delivery, helping large number of consumers. This study investigates the role of app aesthetics in evoking emotions which predict continued usage intentions for FDAs using the theoretical lens of the pleasure arousal dominance (PAD) framework. Data was collected from 341 consumers during the pandemic. Findings indicate that app aesthetics generate pleasure, arousal, and dominance emotions among consumers during pandemic where pleasure is the most significant predictor of continued usage intentions followed by dominance. Findings also confirm the mediating effect of arousal on pleasure and pleasure on continued usage intentions. The study has implications for academicians, food delivery companies, app designers and other app-based businesses as it proves the significance of an aesthetic app design in evoking positive PAD emotions in consumers during a crisis and strengthens the explanation of continued usage intentions.  相似文献   

16.
《心理学和销售学》2017,34(1):40-58
Branded mobile applications (apps) present one of the most promising opportunities for marketers to reach current and potential customers, sell products or services, and facilitate customer engagement with brands. This study aims to explore how branded apps influence consumers’ brand repurchase intention and continuance usage intention. Integrating the utilitarian view from information systems research and the view of consumer–brand engagement from marketing research, a complementary engagement path alongside the utilitarian path was devised and tested in order to elucidate consumer perceptions toward branded apps. Independent self‐construal and interdependent self‐construal moderate relationships along the utilitarian path and engagement path, respectively. Data collected from 637 respondents support most of the proposed hypotheses. Results show that the engagement path has more influence on continuance intention and equal influence on repurchase intention when compared to the utilitarian path. Findings show that apps users have different thoughts along each of the two paths, depending on their self‐construal. The study's findings also provide app designers and marketers with new perspectives on how to better design branded apps.  相似文献   

17.
Although mobile apps are already an influential medium in the new media industry as a whole, these apps have received little academic attention within the communication and marketing literature. This study develops and tests a hypothesized model to explain antecedents affecting app usage among smartphone users. The analysis of the structural equation model determined a final model with four significant factors (perceived informative and entertaining usefulness, perceived ease of use, and user review). Cost-effectiveness, a key variable of this study due to the particularity of 99-cent app price, had no influence on app usage. This study not only includes marketing implications but also offers insight into various theoretical applications to the field of mobile communication research by suggesting a conceptual model for the acceptance of mobile apps.  相似文献   

18.
Whilst M-commerce is having a major influence in the way businesses and consumers interact, mobile shopping service quality (MS-SQ) has been understudied in the literature. This paper examines MS-SQ within a conceptual model of customer satisfaction and loyalty surveying UK customers who bought fashion clothing via their mobile devices. The results of two empirical studies confirm four dimensions of MS-SQ: efficiency, fulfilment, responsiveness and contact. Using bootstrapping of 2000 resamples, SEM results showed a significant impact of MS-SQ on customer satisfaction, which in turn impacts loyalty. These results are robust across two samples. Only the dimension efficiency exhibits an indirect effect on loyalty via satisfaction in both studies whilst controlling for gender, age, income, value of clothing item, and m-shopping experience. These findings are discussed and have managerial implications for retailers operating m-commerce sites.  相似文献   

19.
The increasingly systematic use of the Internet in consumers’ decision-making processes, coupled with the development of e-commerce, has led researchers and practitioners to examine issues concerning service quality and satisfaction in an online context. This paper proposes a post-hoc predictive typology of e-satisfaction based on four dimensions of e-service quality. A sample of 1144 French consumers recruited on websites from three different industries (online travel, cultural goods (books, CDs, DVDs, etc.), and electronics goods) was used to generate the proposed typology. Using a mixture modeling regression, five groups of consumers who differed in terms of e-satisfaction and e-service quality were identified: the ‘involved’, the ‘browsers’, the ‘fun seekers’, the ‘careful’ and the ‘surfers’. All the four e-service quality dimensions investigated were found to influence e-satisfaction. Theoretical and managerial implications are discussed.  相似文献   

20.
This study aims to know what are the factors determining the adoption of M-Banking app among customers in Cameroon. In other words, what are the factors that influence users in their decisions to adopt and use a system or technology such as the MBanking app, and indirectly, what is the impact of this use on both the customers and financial inclusion? The research model developed relying on a combination of Technology Acceptance Model (TAM ), Unified Theory of Acceptance and Use of Technology ( UTAUT2 ), Information System Success Model ( ISSM ), and Protection Motivation Theory ( PMT ) and other constructs; it was then tested with a sample of 223 users of the “ SARA” M-Banking app of the financial institution called “ Afriland First Bank” . Findings revealed that: (1) utilitarian expectation, hedonic motivation, and status gain, habit, and perceived privacy concern have a significant influence on the intention to adopt M-Banking apps; and (2) the exploitative/explorative use of this technology has an impact on user’s loyalty and satisfaction but also contributes strongly to fostering financial inclusion in Cameroon. Also, the Multi-group analysis was performed on the sample using 2 gender-based groups (males, n=121; females, n=102).  相似文献   

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