Consumer behavior in m-commerce: literature review and research agenda

Abstract

Our work has a two-fold general objective: on the one hand, we wish to describe the mobile commerce environment and, on the other hand, to establish the determinants of the mobile consumer behavior. To achieve our objective, first, we describe the concept of mobile commerce, constraints, and benefits. Second, we study the determinants of mobile commerce adoption. Third, we focus on the determinants of mobile consumer satisfaction and loyalty. Finally, we summarize future avenues of investigation in a research agenda.

By: Saïd EttisAfef Ben Zin El Abidine

The Effect of Cultural Values in Mobile Payment Preference

Abstract 

The purpose of this study is to compare French and New Zealand consumers’ perceptions of mobile payments (m-payments) relative to other options to identify the preferred mode of payment and related spending behaviour. Evidence suggests that payment modes can influence spending behaviours and therefore this is important to commerce to promote payment modes that facilitate transactions. Given payment modes serve as repositories or ‘stores of value’ and transactions involve ownership transfers of the ‘representative’ or ascribed values, it foreseeable that cultural differences may exist, though researchers have yet to uncover this phenomenon. Using the Perceptions of Payment Mode (PPM) scale (Khan et al., 2015), this study was able to identify cultural differences on perceptions of cash payments, though both countries’ consumers held negative perceptions of, and emotions towards, m-payments relative to other options. The empirical results are useful in understanding cultural aspects of payment modes and for companies to recognise consumers’ associations with these modes to enhance relations, services and the use of m-payments.

By: Jashim KhanJean-Éric PeletGary RiversNa Zuo

mMARKETING OPPORTUNITIES FOR USER COLLABORATIVE ENVIRONMENTS IN SMART CITIES

Abstract

Smart City infrastructures connect people with their devices through wireless communications networks while they offer sensor-based information about the city’s status and needs. Connecting people carrying mobile devices equipped with sensors through such an infrastructure leads to the “collective intelligence” or “crowdsourcing” paradigm. This paradigm has been deployed in numerous contexts such as performing large-scale experiments (e.g. monitoring the pollution levels or analyzing mobility patterns of people to derive useful information about rush hours in cities) or gathering and sharing user collected experiences in efforts to increase privacy awareness and personal information protection levels.  This chapter focuses on employing this paradigm in the mMarketing/mCommerce domain and discuss how crowdsourcing can create new opportunities for commercial activities as well as expansion of existing ones.

By: Artemis D. AvgerouDespina A. KarayanniYannis C. Stamatiou

Mobile Commerce Technologies and Management

Abstract

This chapter reveals the prospect of mobile commerce (m-commerce); m-commerce and trust; m-commerce, privacy, and security issues; m-commerce adoption and technology acceptance model (TAM); and the significant perspectives on m-commerce. M-commerce is used for business transactions conducted by mobile phones for the promotional and financial activities using the wireless Internet connectivity. M-commerce is the important way to purchase the online items through online services. The main goal of m-commerce is to ensure that customers’ shopping experience is well-suited to the smaller screen sizes that they can see on smartphones and tablets. Computer-mediated networks enable these transaction processes through electronic store searches and electronic point-of-sale capabilities. M-commerce brings the new possibility for businesses to sell and promote their products and services toward gaining improved productivity and business growth.

By: Kijpokin Kasemsap

Using Cognitive Psychology to understand Anticipated User Experience in Computing Products

ABSTRACT

User Experience assessment is an evaluation of user’s experience with the product, system or service during  ‘use’ (i.e., actual interaction experience) as well as ‘anticipated or before use’ (i.e., pre-interaction experience).Whereas many user experience researchers may be conversant with explaining a person’s experience during use of a product, system or service, they find it difficult to explain experience before a product or service is used (Anticipated Use), which in this chapter is referred to as Anticipated User Experience (AUX). This chapter applies the theory of cognitive psychology and its principles to best explain how Anticipated User Experience occurs and how this experience can be achieved. This chapter goes a long way in informing user experience researchers and practitioners on the relevance of attaining AUX in a computing product and how it can be achieved.

By: Emmanuel Eilu

Mobile augmented reality: Evolving human-computer interaction

ABSTRACT

Users who have access to a mobile device have increased in recent years. Therefore, it is possible to use a mobile device as a tool which helps to users in their daily life activities, not only for communication. On the other hand, augmented reality is a growing technology which allows the interaction with real and virtual information at the same time. Mixing mobile devices and augmented reality open the possibility to develop useful applications that users can carry with them all the time. This chapter describes recent advances in the application of mobile augmented reality in automotive industry, commerce, education, entertainment, and medicine; also identifies the different devices used to generate augmented reality, highlights factors to be taken into account for developing mobile augmented applications, introduces challenges to be addressed, and discusses future trends.

By: Miguel A. Sánchez-AcevedoBeatriz A. Sabino-MoxoJosé A. Márquez-Domínguez

Irritating Factors While Navigating on Websites and Facebook and Its Reactions Using Different Devices

Abstract

The research presented in this chapter identifies sources of the irritation felt by internet users while browsing websites and Facebook. A qualitative approach was taken, including 40 individual interviews, enabled the authors to determine the irritating factors and user reactions when using different devices such as smartphones, computers and tablets to navigate websites and Facebook. The implications of this research will help marketers and web developers to reduce internet user irritation and better understand their behavior to better meet their expectations.

By: Sana El MouldiNorchene Ben Dahmene Mouelhi

Virtualization in Mobile Cloud Computing (VMCC) Environments

ABSTRACT

Mobile devices have recently become so pervasive that they are increasingly replacing personal computers in everyday activities. However, due to their limited resources, mobile devices cannot or the same performance of personal computers and workstations. One option to overcome such limitations is given by remote desktop access, wherein the mobile device uses thin client software to connect to a remote desktop host. When such host is virtualized, remote desktop access becomes a form of mobile cloud networking. Unfortunately, most of the widely used protocols for remote desktop access on mobile devices have been designed for scenarios involving personal computers. Furthermore, their energy consumption at the mobile device has not been fully characterized. In this chapter, we specially address energy consumption of mobile cloud networking realized through remote desktop technologies. In order to produce repeatable experiments with comparable results, we design a methodology to automate experiments with a mobile device. Furthermore, we develop an application that allows recording touch events and replaying them for a certain number of times. Moreover, we analyze the performance of widely used remote desktop protocols through extensive experiments involving different classes of mobile devices and realistic usage scenarios. We also relate the energy consumption to the different components involved and to the protocol features. Finally, we provide some considerations on aspects related to usability and user experience.

By: Raghvendra KumarPrasant Kumar PattnaikPriyanka Pandey

Models of privacy and security issues on mobile applications

Abstract

The development of smart phones and other smart devices has led to the development of mobile applications, which are in use frequently by the users. It is also anticipated that the number of mobile applications will grow rapidly in the next years. This topic has, therefore, been researched highly in the past years. Mobile applications gather user data and that is why privacy and security in mobile applications is a very important research topic. In this Chapter we give an overview of the current research on privacy and security issues of mobile applications.

By: Lili Nemec Zlatolas, Tatjana Welzer, Marjan Heričko, Marko Hölbl

Are we ready to App? A Study on mHealth Apps, Its Future and Trends in Malaysia Context

Abstract

In Malaysia, adoption of the mobile application for smartphones are expansively growing in number and are actively applied in healthcare. Limited studies were found looking at mHealth app that is focusing on Malaysia context. This study aims to examine the current mHealth app that is available in Malaysia. This study also seeks to rank the pricing of top paid apps from two major platforms, Apple iOS, and Android PlayStore. In mid-2016, we overviewed the Medical app and Health & Fitness category from two dominant platforms; Apple iOS and Android Play Store.  We identified mHealth app that is specifically designed for Malaysia context and captured information on price, in-app purchase information, their availability for each platform, privacy policy, and content themes using app descriptions. The only app that was related to human healthcare, described in Bahasa Malaysia or English, was examined. Meanwhile in Stage 2, to rank of the pricing for top paid apps in both of the platforms, hundred (100) top paid apps from both Medical and Fitness & Lifestyle were carefully evaluated. Only final of three hundred and seventy-two (372) apps were recorded to classify the ranking for each app.The most app that is designed specifically for Malaysian is informational apps, which provide information on healthcare and medical information. The study also reveals that most consumers in Malaysia are ready and are willing to pay for mHealth app. Majority of app price is between RM*10.01 (2,24 US Dollars) to RM25 (5,59 US Dollars).

  • Malaysian Ringgit

By: Sharidatul-Akma Abu-SemanT. Ramayah