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1.
《Journal of Retailing》2022,98(2):241-259
With more and more companies introducing mobile apps and consumers using them during the purchase journey, it is increasingly important to understand the consequences of app adoption on behavioral outcomes. This paper investigates the impact of app adoption on the number of additional products purchased by customers (i.e., cross-buying) and how this effect varies across different product categories and different customers. We focus on two key product category characteristics (utilitarian vs. hedonic nature and perceived risk) and on adopters who vary in their adoption timings (early vs. late adopters). Using data from an online retailer and a combination of propensity score weighting with difference-in-differences and Heckman correction estimation techniques, the results show that app adoption has a positive effect on cross-buying overall, but the effect varies greatly across products and consumers. App adoption promotes additional product purchases for hedonic products but leads to less cross-buying for utilitarian products. In addition, early adopters purchase a higher number of additional product categories than late adopters, with this difference decreasing over time and for new consumers compared to existing customers. These results offer novel insights into the behavioral consequences of app adoption and provide managers with useful recommendations for improving the effectiveness of their mobile app investments.  相似文献   

2.
Audio/video mobile applications (apps) enable people to engage in leisure activities without time and space restrictions, which gradually changed human leisure behaviours. This study is one of the first to integrate means-end chain theory, Kano and conjoint analyses to reveal young user preferences for entertainment audio/video mobile apps. A preliminary qualitative survey with 36 young interviewees established the questionnaire items in the subsequent survey of 389 young respondents. Results show that ‘subtitle choice’, ‘resolution selection’, ‘top ranking list’ and ‘advertising mode and format’ are key attributes that directly influence young user willingness to download apps. In particular, ‘flashing banner ads’, ‘resolution ≤ 480 ppi’, ‘5 seconds to skip ads’, providing ‘subtitle choice’ and without ‘top ranking list’ is the best combination of attribute levels of audio/video apps that meet young users' desires. That is, young users prefer mobile apps with ‘resolution ≤ 480 ppi’ and ‘subtitle’ choices and expect that they can skip flashing banner ads in 5 s. Providing a top audio/video ranking list, however, is unnecessary for young app users. The findings can help marketers and app designers develop effective app designs and advertising strategies for young users to expedite the adoption of entertainment audio/video apps.  相似文献   

3.
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   

4.
Mobile apps are becoming a go-to tactic for retailers because they offer the promise of highly convenient digital engagement. We hypothesize that two types of customers are best served by these apps — “offline-only” customers currently purchasing exclusively from the retailer's physical store, and “distant” customers who reside far from the physical store. For offline-only customers, the app complements the physical engagement they currently have. For distant customers, the app offers convenient engagement their remoteness currently precludes. We model app access and purchase behavior of 629 customers who downloaded a retailer's app. We find that apps generate more incremental sales among distant customers compared to near customers, and more incremental sales among offline-only customers compared to online customers. On an illustrative base of 100 K app users, we find accessing the app would generate $2.3 M in incremental sales. Consistent with our segmentation results, we find that the users with the greatest purchase lift (9.5%) due to app usage are those that are distant and offline-only. Our results confirm the economic value of retailer apps and their role as a segmentation strategy to enhance customer engagement.  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.
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   

7.
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   

8.
This study provides insights into the success of smartphone applications (apps) based on the chosen business model and version release strategy, and relates these variables to the motivations of their third-party innovators in the smartphone operating system market. The analysis is based on a questionnaire focusing on motivational factors and demographics of developers, coupled with secondary data on the apps themselves and their success. We find that apps developed due to the personal needs of the developer for new functionalities result in higher success in terms of number of downloads, whereas many of the intrinsic motivations outlined in user innovation theory do not have a significant impact on app success. Our findings imply that while some insights from user innovation theory are applicable to understanding factors that contribute to the potential success of apps, the smartphone application software ecosystem has its own dynamics, including the absence of learning effects over several apps that require further focus and more in-depth research.  相似文献   

9.
This paper analyzes some salient factors affecting the internationalization speed of digital innovations by tracking international penetrations of 127 apps at Apple's app store. Although apps are globally available via online platforms, their international penetration is still subject to cultural, administrative, geographic, and economic (CAGE) distances that act as user adoption barriers to impede app internationalization. App developers may overcome these barriers by employing the demand-side strategies of engaging users in value co-creation. We contribute to an improved understanding of internationalization process in a digital context and also extend demand-side perspective to inform international entrepreneurship research.  相似文献   

10.
Despite enormous demand for and explosive growth of mobile phone apps in recent years, few studies have been conducted to arrive at a multi-faceted valuation of app users. Our paper addresses this important gap in literature. Drawing on Household Production Theory and Hedonic and Utilitarian Consumption Theory, we investigate how mobile app users behave in the dimensions of possession quantity, usage Frequency, and acquisition Recency. We propose a multivariate model to examine these behaviors jointly and calibrate it using data from a survey of app users. We take a Bayesian MCMC computational approach for model calibration. The results are consistent with our theoretically derived expectations. The significance of the findings is discussed.  相似文献   

11.
As a new social media platform, short-form video apps integrate the dual functions of e-commerce and social networking. The proliferation and high penetration rate of this kind of app have resulted in online user concerns about the privacy security problems exposed by such platforms. This study focuses on better understanding the impact mechanism of private information disclosure behaviors and obtained benefits on privacy concerns of short-form video platform users. We analyzed the behavioral and privacy setting data of 35,456 users registered on the TikTok platform. The results demonstrated a correlation between use behaviors (e.g., participation and interest) and privacy sensitivity, among which popularity, as a form of external feedback, played a mediating role. In addition, the official certification provided to users by the platform moderated the impact of user popularity on privacy sensitivity. This study enriches the understanding of the correlation between privacy concerns and information disclosure behavior and suggests practical implications for the design of privacy settings and protections by short-form video platforms.  相似文献   

12.
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   

13.
14.
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   

15.
Mobile payment systems offer enormous potential as alternative payment solutions. However, the diffusion of mobile payments over the years has been less than optimal despite the numerous studies that have explored the reasons for its adoption. Consequently, there is an increased interest in exploring alternative actions for promoting its diffusion, especially user recommendation of the technology. This is because positive recommendations can enormously influence the decisions of potential consumers to use the technology while negative recommendations can increase resistance to it. The few extant studies in this domain have followed the traditional survey approach with hypothetic-deductive reasoning, thus limiting an understanding of factors outside their conceptual models that could influence recommendations. To address this shortcoming, this study uses a qualitative text-mining approach that explores themes from user reviews of mobile payment applications (apps). Using 5955 reviews from 16 mobile payment apps hosted on the Google Play store, this study applied the latent Dirichlet allocation (LDA) text-mining method to extract themes from the reviews that help to explain why users provide positive or negative recommendations about mobile payment systems. A total of 13 themes (i.e. ease of use, usefulness, convenience, security, reliability, satisfaction, transaction speed, time-saving, customer support, output quality, perceived cost, usability and trust) were generated from the LDA model which provides both theoretical and practical insights for advancing mobile payments diffusion and research.  相似文献   

16.
Mobile channel additions have been shown to increase consumer-brand relationships, brand satisfaction towards and overall purchasing from a retailer, but what is less apparent is whether shareholders are fully rewarded for retailers’ mobile channel additions. Results from an event study on 115 announcements relating to mobile app additions of publicly traded U.S. retail firms between 2009 and 2016 indicate that the stock market responds generally positively to mobile app additions, but specifically to the two mobile app addition types. Stock market responses to search-related and purchase-related app additions are moderated by firm size, product category, and target customer age. For announcements of search-related apps, the market responds more positively to product retailers than to service retailers, and to small firms than large ones. For announcements of purchase-related apps, the market responds less positively to firms that target younger customers than firms who do not especially target them.  相似文献   

17.
Demand for contactless payments has increased worldwide, but adoption varies by country. We propose a more parsimonious Diffusion of Innovations model (i.e., complexity is dropped and compatible advantage replaces relative advantage and compatibility) to investigate mobile wallet adoption, but with context-relevant extensions of security, privacy and ubiquity. The model is empirically tested for Canada, Germany and the United States. The findings support the proposed model. Furthermore, we find ubiquity, privacy concerns and security risks vary by country, and ubiquity plays a mediating role. This model can be utilized in future mobile app studies and provides country-specific guidance to practitioners.  相似文献   

18.
Advertising has become one of the major sources of game apps revenues and interstitial ads, in particular, are the most used monetization method among the types of in‐game mobile ad formats. Interstitial ads overlaid on top of a mobile game app have more obvious advertising intent and a higher degree of forced exposure and perceived intrusiveness. This study examined how the degree of congruity (high vs. moderate vs. low) between the promoted products in interstitial ads and the mobile game app environment affects consumers’ responses. The moderating effects of media‐context factors (i.e., excited– or calm–happiness game types and game immersion) were further assessed. The results of two experiments revealed that game‐product congruity lead to better consumers’ responses toward ads and advertised products. The positive effects of game‐product congruity were more salient when consumers played calm–happiness games and were less immersed in the game. Theoretical implications on integrating perspectives across disciplines such as schema theory, happiness, and immersion within the media‐context framework, as well as practical suggestions are discussed.  相似文献   

19.
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   

20.
Brands use branded mobile apps to interact with users and to develop brand relationships in wireless mobile environments. These apps collect data about users and app usage, which are potentially helpful for brand relationship research. We aim to contribute to understanding the user–brand relationship (UBR) measurement mediated by branded apps, an area with very limited research, with a focus on leveraging these apps as a gauging context to measure the UBR strength. We propose a data-driven model to measure the UBR strength that combines metrics computed by using branded app data with close interpersonal relationship indicators. We conducted a computer simulation to test the proposed model. Our findings show that app usage time is the metric that most affects UBR strength measurement. The results suggest that time is essential for developing brand relationships in wireless mobile environments, much like in interpersonal relationships. The proposed model can be supplemented with other metrics to study new attributes associated with the UBR that might emerge in these environments.  相似文献   

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