• Title/Summary/Keyword: Appstore

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GAMEVIL'S GLOBAL STRATEGY : IMPLICATIONS FOR MOBILE GAME INDUSTRY

  • Yoo, Byung-Joon;Jeon, Seong-Min
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.4
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    • pp.113-128
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    • 2010
  • Moblie games are getting popular in that more mobile handsets are available. The mobile phone is expected to be the dominant platform the way the PC turned out to be the dominant platform of desktop computing. Ubiquity enables the mobile phone users interact socially with other users. Mobile game developers are now competing globally on the Apple Appstore, where any developers in the world are able to publish their own games easily. This study reviews the case of Gamevil, one of the leading mobile game service providers, from its foundation to the current global competition in order to draw implications for mobile game industry.

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Study on the Performance of Information Search Process in term of Attributes of Apps in Appstore and Buyer's Innovativeness (앱스토어 구매자의 혁신성과 앱의 속성에 따른 정보탐색 성과에 관한 연구)

  • Baek, Sung-Wook;Ahn, Hyo-Young;Lee, Zoon-Ky
    • Journal of Internet Computing and Services
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    • v.13 no.4
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    • pp.103-119
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    • 2012
  • In this paper, we conducted for information search process of users, who have experience to buy paid-application in Appstore, to find out difference of information searching efforts and information sources, reliance on the information in term of attributes of Apps and buyes' innovativenss. As a result, Innovative buyers take a effort to search various information source but they get help buying decision-making supports by own their efforts like searching in category. On the other hand, non-Innovative buyers who search informtion less than Innovative buyers, get information like recommendation from friend and Apps, then they keep those information help buying decision-making supports highly. Besides buyers of Utility Apps search on objective information sources mainly, but those sources have influence on buying decision-making supports. On the other side buyers of Enjoyment Apps consider reliance on the information more than information searching efforts to buying decision-making supports as they get information source like popularity. This research suggests operators of Appstore and app developers how to promote their Apps to users.

Remaking Mobile Ecosystem Policies for New Mobile Market (새로운 통신시장 활성화를 위한 모바일 생태계 통신정책)

  • Kwak, Jeong-Ho;Cho, Ji-Yeon;Lee, Yong-Seok;Lee, Bong-Gyou
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.93-106
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    • 2011
  • The Korean mobile telecom market has undergone a sea change since Apple created a new mobile ecosystem with Appstore and iPhone. Many non-telecom operators have been trying hard to come up with new business strategies to gain a competitive edge. The shifting competition landscape requires a new communications policy that can further stimulate the evolving market. This is why countries around the world are upgrading their communications policies: to renew the market foundation and better respond to the ever-changing industry environment. Using the ANP(Analytic Network Process) model, this study identifies policy variables and performs quantitative analysis on their priorities. The analysis results will help prioritize policy variables under the limited amount of resources, and serve as useful guidelines for making mobile ecosystem policies.

Operational Strategy of Co-creation Platform: Comparative Analysis of Samsung Apps and Apple Appstore (Co-creation 플랫폼 운영 전략: 삼성 앱스와 애플 앱스토어 비교)

  • Kim, Na Rang;Hong, Soon Goo;Kim, Jong Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.1
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    • pp.99-109
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    • 2014
  • This study illustrates and compares the platform strategy of Apple and Samsung, which have been operating their own App stores, by using the $IISI^n$ model. Apple, the first mover of the platform, has employed closed strategy for quality control of the platform and customer loyalty. On the other hand, Samsung has employed open strategy for increasing the platform network effects. The result of this study showed that the platform strategy "Openness", which is a free entry of participants, and "Sharing" of created value, are important along with the excellent platform environment. As a pioneering study of the platform strategy for the co-creation, this research contributes to both theory and practice.

An Exploratory Study on Future Economic Activity of Digital Convergence Generation (디지털 컨버전스 세대의 미래경제활동 특성에 관한 연구)

  • Kim, Yeon-Jeong;Park, Ki-Ho
    • Journal of Information Technology Services
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    • v.10 no.4
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    • pp.33-46
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    • 2011
  • This research focus on the economic activity as consumer and producer traits of future customers in the convergence age. We assess level of convergence for digital devices and services respectively by questionnaire survey and interview for 14 professions. And then, for evaluating convergence level and usage of digital services of each respondents, we conducted the questionnaire survey for 343 samples. Findings of our research hold that the group who showed higher level of convergence tends to use the socialized digital services more. Convergence generation were heavy users in appstore on smart-phone and wireless game and more participating. In digital service area, facebook/cyworld, twitter, UCC, portal, internet community in digital service. Convergence generation are global network communication, buying decision making activity, actively opinion expression, prosumer attitude, dependency on digital device, experience based purchase behavior, enthusiastic information sharing.

The Effects of Mobile Application Quality on Satisfaction and Intention to Pay Mobile Application (모바일 애플리케이션의 품질이 사용자 만족과 애플리케이션 지불의도에 미치는 영향)

  • Kim, Sang-Hyun;Park, Hyun-Sun
    • The Journal of Information Systems
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    • v.20 no.3
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    • pp.81-109
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    • 2011
  • The increase in the number of smartphone users has recently been steep, which started to offer companies and individuals more opportunities to enter into a new business field. Furthermore, the smartphone applications have become one of the hottest topics inside and outside the mobile industry. Still the market is in its infancy and intention to pay of charged application of most smartphone users is relatively low. However, rate of charged application in appstore is expected to be increase steadily for some years to come. In this perspective, it is important to consider the smartphone mobile application. Research on smartphone application is still in its early stage. Thus, the purpose of this study is to find what are the effective factors on user satisfaction and intention to pay of mobile application. Based on information system success model, we proposed system quality(stability, usability, security), information quality(timeliness, accuracy, enjoyment) and service quality(reactivity, reliability, empathy) as factors to effect on user satisfaction in mobile application. The results showed that stability, usability, timeliness, accuracy, enjoyment, reactivity and empathy affected significantly user satisfaction. The relationship among satisfaction and intention to pay of mobile application was significantly supported. The implications of the findings is that firms and individual developers of mobile application should focus on customer retention through enhancing satisfaction and quality.

User Targerting SaaS Application Mash-Up Service Framework using Complex-Context and Rule-Martix (복합 콘텍스트 및 Rule-Matrix를 활용한 사용자 맞춤형 SaaS 어플리케이션 연동 서비스 프레임워크)

  • Jung, Jong Jin;Cui, Yun;Kwon, Kyung Min;Lee, Han Ku
    • Journal of Korea Multimedia Society
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    • v.20 no.7
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    • pp.1054-1064
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    • 2017
  • With the development of cloud computing, internet technology and Internet of Things(IoT), most of applications are being smarter and changing from native application to SaaS (Software as a Service) application. New versatile SaaS applications are being released through various app portals (e.g. appstore, googleplay, T-Store, and so on). However, a user has a difficulty in searching, choosing an suitable application to him. It is also hard for him to know what functions of each SaaS application are useful. He wants to be recommended something inter-operated SaaS service according to his personality and his situation. Therefore, this paper presents a way of making mash-up of SaaS applications in order to provide the most convenient inter-operated SaaS service to user. This paper also presents SaaS Application Mash-up Framework (SAMF), complex context and rule matrix. The proposed SAMF is a main system that totally manage SaaS application mash-up service. Complex context and rule matrix are key components in order to recommend what SaaS applications are needed and how those SaaS applications are inter-operated. The SAMF collects complex contexts (User Description, Status Description, SaaS Service Description) in order to choose which SaaS applications are useful, analyze what functions to use, how to mash-up.

A Guidelines for Establishing Mobile App Management System in Military Environment - focus on military App store and verification system - (국방환경에서 모바일 앱 관리체계 구축방안 제시 - 국방 앱스토어 및 검증시스템 중심으로 -)

  • Lee, Gab-Jin;Goh, Sung-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.3
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    • pp.525-532
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    • 2013
  • Recently. smartphones have been popularized rapidly and now located deep in our daily life, providing a variety of services from banking, SNS (Social Network Service), and entertainment to smart-work mobile office through apps. Such smartphone apps can be easily downloaded from what is known as app store which, however, bears many security issues as software developers can just as easily upload to it. Military apps will be exposed to a myriad of security threats if distributed through internet-basis commercial app store. In order to mitigate such security concerns, this paper suggests a security guidelines for establishing a military-excusive app store and security verification system which prevent the security hazards that can occur during the process of development and distribution of military-use mobile apps.

App Design Style and Usability Analysis for Smartphone Application -Focusing on the iPhone and Appstore- (스마트폰 앱 디자인 스타일 및 사용성 분석 -아이폰과 앱스토어를 중심으로-)

  • Oh, Hyoung-Yong;Min, Byoung-Won
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.129-136
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    • 2010
  • Smartphone used to be an it item for only business people and early adaptors. However, the public interest towards Smartphone has been rapidly increased and now is spreading to the everyday life in general people. Variety of applications are introduced and registered in a day, but there are not enough apps with simple and useable interface. This is because that the applications are developed only in a view from developer and designer to match the splendor design and technical skills of apps not concerning the users. Therefore this study will analyze the value in use and design trend of registered apps in apps store to recognize the importance in use and also to discuss about a plan to apply this into the apps more effectively. In order to improve the mobile app usability, this study suggest that using intuitional icon, designing easy to use app navigation. This will lead to produce clear instruction for app developers and designers with more reliable effects in the future of Smartphone world.

An Exploratory Study on the Determinants of Mobile Application Purchase (모바일 앱 구매 결정에 끼치는 영향요인 : 탐색적 연구)

  • Kim, Hee-Woong;Lee, Hyun-Lyung;Choi, Su-Jin
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.173-195
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    • 2011
  • The ability of offering various and abundant mobile applications has emerged as the knowledge of the smartphone has grown in the smartphone market. The mobile application market has emerged as a competitive new market with enormous potential. Although many users download paid or free mobile applications through the app markets such as the Appstore, there is no significant research regarding customer's application purchase yet. Hence, we refer to the purchase motivation of mobile applications among experienced users who have bought paid applications. We conducted the interview with 30 users and suggest four categories of applications (productivity, entertainment, information, and social networking) and also classify the purchase intentions on each category based on the ground theory. The comparison analysis of the interview provides us what factors affect the application purchase. This framework may advance effective mobile application business model development, implicate the strategy for boosting mobile application market.