Key factors for a better understanding of Mobile Java Games customers
Arami, Mitra, Meyer, David and Sester, Antje (2005) Key factors for a better understanding of Mobile Java Games customers. In: Ferstl, Otto K., Sinz, Elmar J., Eckertand, Sven and Isselhorst, Tilman, (eds.) Wirtschaftsinformatik 2005: eEconomy, eGovernment, eSociety. Physica-Verlag / Springer, Heidelberg, Germany, pp. 351-370. ISBN 978-3-7908-1624-2 (doi:10.1007/3-7908-1624-8_19)Full text not available from this repository.
This paper presents first results of a research project conducted at the Vienna University of Economics and Business Administration. The focus of the project is to analyze customer perceptions towards Mobile Java Games and to identify gaps in Mobile Java Games research. A major finding is that transaction data typically collected by Mobile Service Providers can deliver only limited explanations on customer behavior. Thus, the existing information should be enriched by additional data such as consumer surveys and market research. This would enable firms to improve their market strategies.
|Item Type:||Book Section|
|Uncontrolled Keywords:||m-commerce, Mobile Java Games, mobile entertainment, marketing|
|Subjects:||H Social Sciences > HD Industries. Land use. Labor > HD28 Management. Industrial Management
Q Science > QA Mathematics > QA76 Computer software
T Technology > TK Electrical engineering. Electronics Nuclear engineering
|School / Department / Research Groups:||School of Engineering
Faculty of Engineering & Science > School of Engineering
|Last Modified:||24 Mar 2016 18:07|
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