Abstract:As the mobile game industry enjoys continual and rapid growth in the market and becomes a major sector of the service industry, it is of great interest to examine the very features that make mobile games so fascinating and keep its players coming for more. Pinpointing more precisely the very factors that increase the attraction of games will help game makers allocate corporate resources more efficiently. In addition, a more in depth analysis of the appealing characteristics enable game producers to establish a… Show more
“…We examined the Chi-square, the Normed Fit Index (NFI), the Comparative Fit Index (CFI), and the Root Mean Square Error of Approximation (RMSEA) for the overall model. The estimated values of these parameters were higher than the cutoff levels suggested in the literature (Kim et al 2009), suggesting that our model was valid at a level of significance greater than 0.05. The NFI value for our model was 0.8860 and CFI as 0.8690.…”
Section: Discussioncontrasting
confidence: 66%
“…1-6), we performed a path analysis (Kim et al 2009) on the model shown in Fig. 1 using Maximum Likelihood Estimation (MLE) estimation.…”
In this article, we propose a path-analytic approach to model the relationships among overall satisfaction, satisfaction with higher order performance domains and the lower order performance attributes for business-to-business services. The model is estimated using data from the business customers of a large provider of electronics products and services. Our results show that overall satisfaction in such contexts may be driven by satisfaction on multiple higher order performance domains and the relevant lower order performance attributes may not drive satisfaction. An adoption of our modeling approach can help service providers make resource allocation decisions across performance domains and identify the micro-level performance levers that they can pull to manage satisfaction levels of their business clients.
“…We examined the Chi-square, the Normed Fit Index (NFI), the Comparative Fit Index (CFI), and the Root Mean Square Error of Approximation (RMSEA) for the overall model. The estimated values of these parameters were higher than the cutoff levels suggested in the literature (Kim et al 2009), suggesting that our model was valid at a level of significance greater than 0.05. The NFI value for our model was 0.8860 and CFI as 0.8690.…”
Section: Discussioncontrasting
confidence: 66%
“…1-6), we performed a path analysis (Kim et al 2009) on the model shown in Fig. 1 using Maximum Likelihood Estimation (MLE) estimation.…”
In this article, we propose a path-analytic approach to model the relationships among overall satisfaction, satisfaction with higher order performance domains and the lower order performance attributes for business-to-business services. The model is estimated using data from the business customers of a large provider of electronics products and services. Our results show that overall satisfaction in such contexts may be driven by satisfaction on multiple higher order performance domains and the relevant lower order performance attributes may not drive satisfaction. An adoption of our modeling approach can help service providers make resource allocation decisions across performance domains and identify the micro-level performance levers that they can pull to manage satisfaction levels of their business clients.
“…On the other hand, downloading apps has usually been studied in relation to pirate behaviors, and mobile games are not exempt from this ( Phau & Liang, 2012 ), which may offer a partial explanation for why downloading apps predicted prohibited smartphone use. Another explanation may be the social element to downloading apps (e.g., sharing results with others; Kim, Oh, Yang, & Kim, 2010 ). These two motivations for downloading apps hold for free-to-play Facebook games, which are easy and convenient, playable with friends, and as single players ( Kuo-Hsiang, Shen, & Min-Yuan, 2012 ; Paavilainen, Hamari, Stenros, & Kinnunen, 2013 ).…”
Background and aimsGaming applications have become one of the main entertainment features on smartphones, and this could be potentially problematic in terms of dangerous, prohibited, and dependent use among a minority of individuals. A cross-national study was conducted in Belgium and Finland. The aim was to examine the relationship between gaming on smartphones and self-perceived problematic smartphone use via an online survey to ascertain potential predictors.MethodsThe Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) was administered to a sample comprising 899 participants (30% male; age range: 18–67 years).ResultsGood validity and adequate reliability were confirmed regarding the PMPUQ-SV, especially the dependence subscale, but low prevalence rates were reported in both countries using the scale. Regression analysis showed that downloading, using Facebook, and being stressed contributed to problematic smartphone use. Anxiety emerged as predictor for dependence. Mobile games were used by one-third of the respective populations, but their use did not predict problematic smartphone use. Very few cross-cultural differences were found in relation to gaming through smartphones.ConclusionFindings suggest mobile gaming does not appear to be problematic in Belgium and Finland.
“…Advances in wireless communication technology have increased the use of mobile devices and also accelerated the development of mobile services [1]. Especially, mobile service business has entered a new era with the advent of mobile devices with new features and the evolution of the mobile app ecosystem since the Apple App Store launched on July 10, 2008.…”
Mobile services’ rapid evolution and development has meant that their evaluation has become a more and more pressing issue, and from both the practical and theoretical standpoints. The significant previous work in the field of multiple-criteria decision-making based evaluation of mobile services has some practical limitations that should be noted. First, there has been insufficient research that has utilized both objective and subjective weighting. Second, the investigations that have employed Vise Kriterijumska Optimizacija I Kompromisno Resenje (VIKOR), a well known practical tool for use in multi-criteria decision making, did not consider the fuzzy environment. In order to fill these gaps in the literature, the present study developed fuzzy VIKOR for use with an integrated weighting approach that combines subjective and objective weighting to account for mobile services’ various characteristics and, thereby, evaluate their quality. For subjective weighting, Decision Making Trial and Evaluation Laboratory (DEMATEL) was employed for simple determination of the weighting and causal relationships. For objective weighting of evaluation criteria, Shannon entropy was utilized. This study has a unique contribution in that it reflects the special circumstances of the mobile service evaluation that have not been considered in the previous studies. Especially, in this study, not only the subjective weighting method but also the objective weighting method are used for more accurate importance weight of evaluation criteria. In the novelty aspect, this is the first study trying to utilize fuzzy VIKOR in concert with a novel combined subjective/objective weighting method in order to integrate objective decision-matrix-derived information with subjective decision-maker preferences. Additionally, a supplemental, empirical mobile-service-evaluation case study was conducted that enables researchers and practitioners to better understand the overall, practical evaluation process. Validation of the case study results by comparison with other, representative multiple-criteria decision-making methods verified the proposed method’s robustness.
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