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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Infotainmentsystem i bilar : Hur nuvarande riktlinjer förhåller sig till konsumenters krav på funktionalitet

Larsson, Oskar, Wågström, Joakim January 2014 (has links)
Teknikutvecklingen inom bilbranschen ökar i takt med konsumenters krav på multifunktionella system. Mobiltelefoner är ett vanligt inslag i konsumenternas vardag och används dessvärre även under bilkörning. Det finns ett tydligt samband mellan mobilanvändning bakom ratten och antalet trafikolyckor. Detta antal skulle kunna minska om infotainmentsystem kan erbjuda samma funktionalitet fast på ett mer trafiksäkert sätt. Det finns idag riktlinjer gällande användarupplevelse och trafiksäkerhet från Android och NHTSA. Denna uppsats syftar till att undersöka hur väl dessa befintliga riktlinjer går att kombinera samt att ta fram nya riktlinjer för hur utvecklare kan förhålla sig till köpfunktionalitet i en infotainmentapplikation. För att uppnå detta har en prototyp av en infotainmentapplikation med sådan funktionalitet utvecklats och utvärderats med hjälp av observationer. Den insamlade data från utvecklingsprocessen har sedan analyserats och sammanställts. Resultatet presenterats slutligen i form av framtagna riktlinjer som fungerar likt en rekommendation för utvecklare i framtiden.
2

影響使用者行動 App 內購買意願之因素 / Factors Affecting User's Intention to Purchase Within Mobile Applications

洪梓凱, Hung, Tzu Kai Unknown Date (has links)
App 內購買(In-App Purchase, IAP)已成為現今App 營收的主要模式,而過 去針對此一現象的研究大多集中於遊戲類的App,較少針對其他類型App(工 具、資訊、社交)進行探討。 本研究先利用文獻歸納的方式,整理出可能影響使用者App 內購買的因 素,再透過深度訪談法,針對曾經進行過App 內購買的使用者進行訪問,歸納 出App 使用動機、販售商品與App 的互補性與口碑情緒三個因素會影響使用者 對商品的知覺價值與購買意圖,並依此建構本研究的研究模型,並進行實驗設 計。在實驗中,本研究挑出四種不同類型的App,並以高低互補性、正面口碑 的有無為操弄變項,搭配App 使用動機來搜集資料並進行分析。 研究結果發現:(1) 部分App 使用動機會對知覺價值與購買意圖有顯著影響。 (2) App 與商品的互補性對於知覺價值與購買意圖皆有顯著影響。(3) 口碑對於 商品的知覺價值有顯著影響,但是對於購買意圖沒有顯著影響。顯示IAP 商品 是否能與App 有效整合,為App 帶來更多的價值,才是影響使用者購買意圖的 最大因素。 / In-App purchase(IAP) has become the main revenue model in App market. Previous studies on this issue are mostly focused on game Apps, and rarely explored other types of Apps such as productivity tools, information or social networking tools. In this study, we use literature analysis and in-depth interviews to find factors that may affect users’ in-app purchase intention. User motivation, product complementarity, and word-of-mouth are found to affect users’ perceived value and in-app purchase intention. We developed a theoretical model and designed an experiment to test the model. In the experiment, we chose four different types of Apps, designed with different levels of complementarity and different sentiment of word-of-mouth (user comments) as the treatment. The results indicated that: (1) Certain motivations significantly affected the perceived value and purchase intention of IAP products. (2) Complementarity between IAP products and the App significantly affected the perceived value and purchase intentions of IAP product. (3) word-of-mouth significantly affected perceived value but not affecting the purchase intention of IAP products.
3

Marché et tarification des plateformes de vente d'applications mobiles comme marchés bifaces : analyse comparée France-Chine / Pricing strategies of the app store platform in the mobile app market based on two-sided markets theory : a comparative study of France and China

Hai, Xiaodong 14 January 2014 (has links)
Application mobile devient un canal important de l'accès internet mobile. Trois groupes d'utilisateurs finaux affiliés avec deux plates-formes bifaces sur le marché d'applications mobiles ont attiré une attention considérable. App store (App-store) est une plate-forme de distribution de l'application connectée avec les développeurs et les utilisateurs. Plateforme de publicitaire (Ad-store) fournit des services de publicité pour les annonceurs grâce à des applications de développeurs. Sur ce marché, les développeurs, les annonceurs et les utilisateurs sont trois groupes d'utilisateurs finaux. Le marché de l'application mobile est un marché biface compliqué. Il y a des externalités de réseau étendues et interactives. L’étude se concentre sur les stratégies de tarification pour la plate-forme App-store. L'App-store et Ad-store sont les deux plates-formes bifaces. L’App-store partage les revenus des ventes d'applications avec les développeurs. L'Ad-store partage les revenus publicitaires avec les développeurs. La plate-forme App-store met en oeuvre la tarification asymétrique côté développeur et côté utilisateur. Côté développeur est le côté de la subvention ainsi que du côté des recettes pour la plateforme App-store. Le cout d'achat de l'appareil mobile est une déterminante particulière de tarification. Les redevances d'adhésion sont négligeables dans ce marché et les redevances d'utilisation sont réalisables. C'est un duopole sur le marché des applications mobiles. Le modèle des ventes d'appareils mobiles d'Apple et le modèle d'in-app publicité de Google sont extrêmement réussis. App-store, Ad-store et les appareils mobiles sont les trois points de génération de profits. / Mobile app is becoming an important mobile internet access channel. Three groups of end users affiliated with two Two-sided platforms in the mobile app market have attracted considerable attention. App store platform (App-store) is an app distribution platform connected with developers and users. App ad platform (Ad-store) supplies advertising services for advertisers through developers’ apps. Developers, users and advertisers are end users. Mobile app market is a complicated two-sided market. There are widespread and interactive network externalities. The study focuses on the pricing strategies for the app store platform. App-store shares paid app sales and in-app purchase revenues with developers. Ad-store shares in-app advertising revenues with developers. The App-store platform implements asymmetric pricing to developer side and user side. Developer side is the subsidy side as well as the revenue side for App-store platform. Mobile device purchasing cost constitutes a particular App-store platform pricing determinant. Membership fees are negligible in the mobile app market. Usage fee is workable. It is a duopoly in the mobile app market. Apple and Google are the two giants with distinct business models. Both Apple’s mobile device sales model and Google’s in-app advertising model are extremely successful. App-store, Ad-store and mobile devices are the three key profit makers in this market. Vertical integration inside this ecosystem will generate considerable revenues. Chinese users have higher price elasticity of demand and they are particularly sensitive to the app prices when compared with the French.
4

How to increase revenue in Free-to-Play mobile games

Skobeltcyn, Aleksandr, SHEN, XIN January 2018 (has links)
The Free-to-play (F2P) model is the primary business model applied in indie mobile games nowadays. However, the fact that less than 5% of players are paying is still a big problem for developers. There is a theoretical gap in understandings of how to increase revenue without lowering the quality of the game and deliver more valuable and better gaming experience for players. Some assumptions and empirical methods need to be verified. The aim of this research is to understand a series of specific design and development questions of F2P games, including game inner mechanics, game structures, and monetization strategies. We attempted to find consensus between developers and players. In addition, this research also sought to find out how F2P mobile game can provide as a comprehensive service in order. It sought to find a sustainable and profitable business model for each game by integrating monetization organically inside of the game without sacrificing players’ enjoyment. We used a mixed methods research approach, including both interviews and surveys, to examine the opinions and behavior of developers and players based on the Acquisition-Retention-Monetization funnel.

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