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1

Dabbous, Fouad. "App download decision from the perspective of Transaction Costs influence on App revenue model." Thesis, Blekinge Tekniska Högskola, Institutionen för industriell ekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15352.

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Despite the huge market size of mobile applications and the large number of involved stakeholders fewresearch about app users’ intentions to download apps and factors affecting their decision had been carriedout. Current study examine app download decision from a transaction costs perspective and the effect of itselements on app download taking into consideration free and paid revenue model type for app. An onlinesurvey is developed to collect field data. One hundred and one valid response are obtained and used to testthe proposed research model. The findings indicated that transaction costs for app and market weresignificant driving factors that negatively impacted download for free model. Temporal asset specificityshowed to be an essential driving factor for app download. The research model gave positive indicationsabout transaction costs theory being a good framework to analyze app download decision.
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Buhl, Samir [Verfasser], Matthias [Akademischer Betreuer] Jacobs, and Florian [Akademischer Betreuer] Faust. "Der App-Download : Rechtliche Analyse eines Alltagsphänomens unter besonderer Berücksichtigung von Vertragsschluss, Vertragstyp und Vertragsinhalt aus Sicht des Nutzers / Samir Buhl ; Matthias Jacobs, Florian Faust." Berlin : Fachinformationsdienst für internationale und interdisziplinäre Rechtsforschung Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, 2018. http://d-nb.info/1175624977/34.

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Buhl, Samir [Verfasser], Matthias [Akademischer Betreuer] Jacobs, and Florian [Akademischer Betreuer] Faust. "Der App-Download : Rechtliche Analyse eines Alltagsphänomens unter besonderer Berücksichtigung von Vertragsschluss, Vertragstyp und Vertragsinhalt aus Sicht des Nutzers / Samir Buhl ; Matthias Jacobs, Florian Faust." Berlin : Fachinformationsdienst für internationale und interdisziplinäre Rechtsforschung Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, 2019. http://d-nb.info/1199102245/34.

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4

Zhang, Chenjie. "Why do We Choose This App? A Comparison of Mobile Application Adoption Between Chinese and US College Students." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1529856226667762.

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5

Kohls, Sonja. "Konsistenztheorie & psychische Störung eine strukturanalytische Überprüfung der theoretisch postulierten Zusammenhänge /." [S.l.] : [s.n.], 2005. http://www.zb.unibe.ch/download/eldiss/05kohls_s.pdf.

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6

Camporesi, Michael. "Api dropbox: realizzazione di un’applicazione per la creazione di rapporti di intervento." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16206/.

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In questa tesi verrà analizzata l'applicazione che ho sviluppato per l'azienda per la quale lavoro, per gestire la creazione di rapporti di intervento. Questa applicazione si compone di due parti, una Desktop e una Android. L'applicazione è stata realizzata in linguaggio Java. Per lo sviluppo di questa applicazione ho utilizzato le funzionalità offerte dall'API di Dropbox. Questa ha facilitato notevolmente lo sviluppo ed ha migliorato il funzionamento dell'applicazione. All'interno della tesi, dopo l'introduzione, nel Capitolo 1 verrà fornito un background delle tecnologie trattate in seguito per facilitare la comprensione degli argomenti di cui si parla. Nel Capitolo 2 tratteremo invece l'architettura dell'applicazione, partendo dal problema da risolvere fino ad arrivare alla soluzione proposta, enunciando anche i vantaggi che questa soluzione porta. Infine, nel Capitolo 3 vedremo lo sviluppo dell'applicazione ed il risultato finale. Saranno analizzate tutte le classi di cui l'applicazione è composta, ed infine verrà analizzata l'applicazione finita.
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Barnes, Chris. "A CFD analysis of the download reduction for the V-22 Osprey wing." Morgantown, W. Va. : [West Virginia University Libraries], 2004. https://etd.wvu.edu/etd/controller.jsp?moduleName=documentdata&jsp%5FetdId=3656.

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Thesis (M.S.)--West Virginia University, 2004.
Title from document title page. Document formatted into pages; contains x, 77 p. : ill. (some col.). Includes abstract. Includes bibliographical references (p. 74-77).
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8

Stewart, Lewis E. "Factors contributing to download activity for applied research projects completed at Texas State University in the Master of Public Administration program /." View online version, 2009. http://ecommons.txstate.edu/arp/306.

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9

Osborne, Bruce E. "Tourism and the Sussex Downs : an evaluation of the nature, impact and management of tourism on the Sussex Downland." Thesis, University of Sussex, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.262336.

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10

Skogsberg, Peter. "Quantitative indicators of a successful mobile application." Thesis, KTH, Radio Systems Laboratory (RS Lab), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-123976.

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The smartphone industry has grown immensely in recent years. The two leading platforms, Google Android and Apple iOS, each feature marketplaces offering hundreds of thousands of software applications, or apps. The vast selection has facilitated a maturing industry, with new business and revenue models emerging. As an app developer, basic statistics and data for one's apps are available via the marketplace, but also via third-party data sources. This report regards how mobile software is evaluated and rated quantitatively by both endusers and developers, and which metrics are relevant in this context. A selection of freely available third-party data sources and app monitoring tools is discussed, followed by introduction of several relevant statistical methods and data mining techniques. The main object of this thesis project is to investigate whether findings from app statistics can provide understanding in how to design more successful apps, that attract more downloads and/or more revenue. After the theoretical background, a practical implementation is discussed, in the form of an in-house application statistics web platform. This was developed together with the app developer company The Mobile Life, who also provided access to app data for 16 of their published iOS and Android apps. The implementation utilizes automated download and import from online data sources, and provides a web based graphical user interface to display this data using tables and charts. Using mathematical software, a number of statistical methods have been applied to the collected dataset. Analysis findings include different categories (clusters) of apps, the existence of correlations between metrics such as an app’s market ranking and the number of downloads, a long-tailed distribution of keywords used in app reviews, regression analysis models for the distribution of downloads, and an experimental application of Pareto’s 80-20 rule which was found relevant to the gathered dataset. Recommendations to the app company include embedding session tracking libraries such as Google Analytics into future apps. This would allow collection of in-depth metrics such as session length and user retention, which would enable more interesting pattern discovery.
Smartphonebranschen har växt kraftigt de senaste åren. De två ledande operativsystemen, Google Android och Apple iOS, har vardera distributionskanaler som erbjuder hundratusentals mjukvaruapplikationer, eller appar. Det breda utbudet har bidragit till en mognande bransch, med nya växande affärs- och intäktsmodeller. Som apputvecklare finns grundläggande statistik och data för ens egna appar att tillgå via distributionskanalerna, men även via datakällor från tredje part. Den här rapporten behandlar hur mobil mjukvara utvärderas och bedöms kvantitativt av båda slutanvändare och utvecklare, samt vilka data och mått som är relevanta i sammanhanget.  Ett urval av fritt tillgängliga tredjeparts datakällor och bevakningsverktyg presenteras, följt av en översikt av flertalet relevanta statistiska metoder och data mining-tekniker. Huvudsyftet med detta examensarbete är att utreda om fynd utifrån appstatistik kan ge förståelse för hur man utvecklar och utformar mer framgångsrika appar, som uppnår fler nedladdningar och/eller större intäkter. Efter den teoretiska bakgrunden diskuteras en konkret implementation, i form av en intern webplattform för appstatistik. Denna plattform utvecklades i samarbete med apputvecklaren The Mobile Life, som också bistod med tillgång till appdata för 16 av deras publicerade iOSoch Android-appar. Implementationen nyttjar automatiserad nedladdning och import av data från datakällor online, samt utgör ett grafiskt gränssnitt för att åskådliggöra datan med bland annat tabeller och grafer. Med hjälp av matematisk mjukvara har ett antal statistiska metoder tillämpats på det insamlade dataurvalet. Analysens omfattning inkluderar en kategorisering (klustring) av appar, existensen av en korrelation mellan mätvärden såsom appars ranking och dess antal nedladdningar, analys av vanligt förekommande ord ur apprecensioner, en regressionsanalysmodell för distributionen av nedladdningar samt en experimentell applicering av Paretos ”80-20”-regel som fanns lämplig för vår data. Rekommendationer till appföretaget inkluderar att bädda in bibliotek för appsessionsspårning, såsom Google Analytics, i dess framtida appar. Detta skulle möjliggöra insamling av mer detaljerad data såsom att mäta sessionslängd och användarlojalitet, vilket skulle möjliggöra mer intressanta analyser.
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11

Wang, Wen-Yin, and 王文吟. "Factors Influencing App Download Intentions: Perspective of Value." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/j9tcm5.

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碩士
國立彰化師範大學
企業管理學系國際企業經營管理
102
Thanks to the advance of technology and the innovation of software and hardware, as well as the telecommunication liberation and market access, cell-phone market has entered its matured stage. The making cell-phones the consumer electronics taking up the largest market share in the technology industry. Smart phones and tablet computers are enjoying a worldwide attention of the consumers, boosting the demand for mobile application software. When more and more consumers are willing to use smart phones, consumers are also more willing to download mobile application software (App). In addition, cell phones are gradually become people’s daily functional products. Facing with growing App market, App providers should be more aware of the market demand and its trend, in order to create better opportunities and profits to the business. This study, based on the literature review, sorted out the factors affecting user’s evaluation on values of App from value perspective. Besides, an in-depth interview was also conducted to the App users to analyze the evaluation factors of App from the user’s point of view. After combining the results of literature review and of the in-depth interviews to the users, the evaluation factors affecting users in terms of downloading App were presented in the current study, including four primary standards, namely emotional value, social value, price value and quality value, and fourteen secondary standards. To understand the priority of these factors in decision making, the present study began with applying DEMATEL methods to determine the interrelationships among different factors. Then, an ANP framework was establish to analyze and prioritize each primary and secondary standards of how users think a certain App is worth downloading. The result showed that the primary factors affecting consumers in terms of downloading App are the quality valued, followed by the emotional value. The secondary factors are peer recognition, system effectiveness, security, social visibility and mobile efficiency are the top-five decision factors. The current study provided management suggestions according to its research results for APP designers and providers.
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Chang, Chao-lin, and 張肇麟. "The relationship between Facebook operation and download life cycle of game App." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/77340768401639328392.

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碩士
國立中央大學
企業管理學系
102
To understand how to evaluate the life cycle of a game app, the first objective of this study is to develop a life cycle measurement based on the download ranking and the number of weeks in the top-100 app download chart. Meanwhile, this study also proposed hypotheses to test whether there are differences on the performance of Facebook fan page between paid game apps and free game apps. The performance indicators of Facebook fan page considered in the study include "the number of likes", "the number of talking about", "the number of posts", and "the number of multimedia". In addition, this study also evaluated whether the performances of Facebook fan age have significant impacts on the download life cycle of game apps. Based on the data of top game apps from 2011 to 2013, the results of hypotheses tests indicated that all the performance indicators of the Facebook fan page in paid game apps are higher than free game apps. Meanwhile, the number of posts has positive effects on download life cycle. The results also show that the performances of paid game apps and free game apps have different impacts on the download life cycle of game apps. While the number of posts has positive effect on the download life cycle in free game apps, the number of likes and the number of talking about have positive and negative effects respectively on the download life cycle of paid game apps.
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13

TIEN, KAI-CHEN, and 田凱榛. "Applying Dual Influential Paths to Examine the Effect of App Download Intention." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/7bz5s8.

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碩士
國立高雄第一科技大學
行銷與流通管理系碩士班
105
Mobile devices are getting prevalent nowadays. In this case, more and more mobile applications (i.e., Apps) are available to people in app store. However, not all of the apps will be downloaded and used. In the past, most studies discussed what factors promoted people to download. They ignored what factors deterred people from downloading. There are many barriers that block people to download. Therefore, in this research, we use dual paths such as accelerators and hindrances to examine the influence to attitude and download intention. Both of the factors are contained with five variables. Results showed that accelerators positively influenced people’s attitude and further influenced download intention. In accelerators, perceived usefulness, perceived ease of use, and perceived security positively influenced cognitive attitude. Personal innovativeness and positive word of mouth positively influenced affective attitude. Hindrances negatively influenced people’s attitude and further influenced download intention. In hindrances, usage barrier and value barrier negatively influenced cognitive attitude. Tradition barrier and image barrier negatively influenced affective attitude. However, risk barrier had no significant influence effect on cognitive attitude. According to results, we provided valuable information to app developer. We also provided the limitations of this research and recommendations for future research.
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14

WU, SHANG-CYUN, and 吳上群. "Exploring Factors Influencing App Download from the Consumption Value Point of View." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/38620699125311091690.

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碩士
東吳大學
國際經營與貿易學系
103
With the popularity of mobile devices, consumer demand and reliance on App increase. App stores have changed the traditional software sales model, and its low threshold has attracted many small developers to actively involve. Since the industry is highly competitive, the profit and download frequency of most Apps may not be ideal. We investigate the effect of consumption value and price to the download intention of App users, and analyze the interference effect of App type. An experiment of 2x2 design (App type: information and tool type v.s. leisure and entertainment type; price: download for free v.s. download for charge) is conducted. The consumption value and download intention are measured after respondents read individual situation. Statistical analysis shows that consumption value positively affects download intention, and consumers have higher download intention for App download for free. The interference effect of App type exists. Consumers already have a certain level of download intention for information and tool type App when the consumption value is zero. When the consumption value increases by one, download intention for leisure and entertainment type App rises more. For information and tool type App, there are no differences in download intention between App download for free and download for charge. For leisure and entertainment type App, download intention of the former is significantly higher than that of the latter. We suggest that software developers should have different plans for different types of App when they design App and select the profit mode. In this way, they can get complementary effect, and promote competitive advantage.
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Shen, Hsien-han, and 沈先漢. "The Impact of App Icon Design Attribute, Dominance and Meaning for Download Reaction." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/01766071062556510085.

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碩士
國立中央大學
資訊管理學系
102
Since the advent of smartphones from just a few years, the market is growing. Almost everyone now have an own smartphone. Smartphone brings many varied functions and new experiences by mobile apps. Apps developer all want these apps will be noticed, because if the app can not attract people's attention that will be ignore to download. Therefore, in the app development process, an important issue how attracts users attention from enormous apps, while "Icon" will be a key factor. The main purpose of this study was explored how icon design can bring more attention to app download by icon design attributes and visual dominance and meaning. Using 12 different apps types of situations, it was desirable to give more accurate Icon design suggestions for different types of App. Let apps developers can full use of the conclusion of this study in order to achieve the purpose of increased willingness to download. After a study found that the visual dominance and meaning really have a positive association with the users reaction of download apps and can be designed through the five design attribute (Activity, Balance, Complexity, Depth and Organic). In order to promote user choice because icon and click or download the App.
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Lo, Hao-Che, and 羅浩哲. "Explore the App Quality and Price Strategy Effect on Download Intention and Satisfacation." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/16448491284133424625.

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碩士
國立中央大學
資訊管理學系
102
The mobile generation is coming. The penetration of smartphone is becoming highter, and the mobile phone is not only using in the voice call and delivers message. Users can download different type of App whatever they need. The App is a part of life with the smartphone users because of the App can use in anywhere. Users can use App in whatever time they want. It also brings the huge income, and it leads many companies to develop the App. But the Apps in the market are a very large numbers. How the users choose App? How to satisfy the users? The reaserch will find whether the playfulness, ease of use, convenience, technicality, control, usefulness influence user’s satisfacation in different type of App, and find whether the Left-Digit effect can improve user’s download intention.
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Hsieh, Sung-Huan, and 謝菘桓. "Design and Implementation of a Cartoon Editing App – Uploading, Download and Sharing Subsystem." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/tszr9z.

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碩士
國立臺灣科技大學
電機工程系
102
In recent years, because of the generalization of internet technology, the development of mobile network and intelligent mobile devices is getting faster. More and more people have their own smart device. It becomes the most important thing in everyone’s life, and it also becomes the most convenient equipment for communicating with other people. By using smart phone, people can make a phone call with their friends. In addition, they can use many kinds of communication application with text message. These applications provide many stickers that user can use it to express their emotion, but the stickers are almost only provided by the application’s company. We thought people may want to design their own stickers and share it with other users. This thesis combines PHP web system and MySQL database system, implementing on iPhone device. People can upload and share stickers, pictures and comics designed by themselves. They can also download and send these works to communicate with other people. Their will have more kinds of sticker people can choose, to express their emotion more precisely.
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羅祐丞. "The Effect of Review Helpfulness and Consumer Decision-Making Styles on APP Download Intention." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/34960689597898169340.

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碩士
逢甲大學
企業管理學系
102
With the rapid growth of smart phones, and mobile application services are creating new business opportunities. It is important to understand the consumer’s download intention to avoid newly created Apps from becoming zombie Apps. Knowing how consumers screen reference information and understanding what factors influence the consumer’s decision to download the APP are both crucial keys for industries and developers that wish to expand into this new market. User reviews are a Helpfulness factor. Furthermore, previous studies usually ignore the influence of the consumer’s decision-making styles. Thus, our study is based on the Helpfulness Model that Mudambi and Schuff (2010) proposed conbined with the following three aspects: “Media Richness”, “Social Influence” and “Decision-Making Style” to further investigate consumer behaviors and intentions. In total, 443 questionaires were collected with 313 considered valid. The analysis results are summarized as below: “Star Rating”, “Customer Reviews”, and “Media Richness” have a positive impact on “Information Diagnosticity”. “Information Diagnosticity” and “Social Influence” have a positive impact on &;quot;Download Intention&;quot;. In the part of the “Decision-Making Styles”, we found that most consumers could be categorized into Perfectionistic, Hedonistic, Impulsiveness or Confused by Overchoice. By analyzing the effectiveness that moderator factor has on consumers’ decision-making styles, we found that high“Perfectionistic”, high “Fasion Consciousness” type consumers are easily affected by the factors of the Helpfulness resulting in an increase of willingness to download the App. Similarly, low “Brand Consciousness”, low “Hedonistic”, low “Price Consciousness”, low “Impulsiveness”, low “Confused by Overchoice” are easily affected by the factors of the Helpfulness resulting in an increase of willingness to download the App.
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Pei-TaiChen and 陳珮泰. "Impulse Download in the Mobile App Marketplace - A Survey of China and Taiwan Users." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/13827614628764444347.

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碩士
國立成功大學
國際經營管理研究所碩士在職專班
101
Mobile apps have an incredible achievement in download numbers since the invention of the application marketplace like Apple’s App Store in recent years. The application marketplace business model is boosting the digital content market and changing the mode of software consumption today. Previous studies and research organizations suggest impulse buying takes a weighty proportion in consumer buying behavior, like almost 40 percent of purchases on e-commerce websites are the result of impulse buying. This study will investigate the role of impulse download on the application marketplace from end users’ perspectives. The scope will cover both free and paid-for mobile apps. We explore stimuli on the application marketplace end users would engage. Understanding what to lead consumers a quick decision to download mobile apps and figuring out the major factor that drives download hits. The result indicates that positive affect of an individual’s emotion plays the key role in the context of impulse download on the application marketplace. Commercial information and visual pleasure on the application influence an individual’s positive affect and then rouse a downloading urge to make impulse downloads. Moreover, a surprising founding shows that non-commercial information like user’s ratings and comments on the application marketplace does not influence consumer’s impulse decision.
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Shih, Chiao-shin, and 施喬心. "Effects of the internal/external cues and product types on customer’s willingness to download App." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/vb4v42.

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碩士
國立高雄大學
資訊管理學系碩士班
102
With the popularity of the mobile devices, a variety of Apps have become important tools in life. However, due to the intense competition, how to attract consumer’s attention is a pretty important issue for App developers. The purpose of this study is to investigate the effects of the internal cues, external cues and product types on customer’s willingness to download App. Based on the signal theory, the cues of Apps are classified into external (average customer rating score、reviews quantity) and internal cues (description quality). Different from prior studies that focus on the effect of one cue, this study intends to investigate the direct effects and interaction effects of three cues on intention to download. Besides, the moderating effects of product type (utilitarian and hedonic) on the relationship between three cues and intention to download are also investigated in this study. This study adopts laboratory experiment to collect data from App users, through the internet questionnaires. After deleting invalid questionnaires, 614 valid responses were employed to test the research model. The results of data analysis can be summarized in three points follows. First, App’s average rating score and reviews quantity significantly lead to download intention. The interaction effect of average rating score and reviews quantity is also significant. Second, the effects of App’s description quality and the interaction between average rating score and description quality on intention to download cannot be significantly supported. Finally, the moderating effects of product type were not significant.
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Vinhas, Nuno André Fontes. "Plataforma de Download de Skins UI para Apps Mobile." Master's thesis, 2014. http://hdl.handle.net/10316/35665.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia da Universidade de Coimbra
As operadoras de telecomunicações estão a perder um elevado número de receitas, já que os seus clientes começam a optar por soluções Over-The-Top (OTT), como o Skype, WhatsApp, Facebook ou Twitter, que oferecem melhores soluções a um custo reduzido. De forma a combater esta tendência, a Global System for Mobile Communications Association (GSMA) criou o Rich Comunication Suite (RCS) que consiste numa especificação de um conjunto de serviços - Voice Over IP (VoIP), Instant Message (IM), File Transfer (FT), entre outros - interoperáveis entre as várias redes das operadoras de telecomunicações. Várias soluções foram colocadas no mercado por diferentes operadoras, todas oferecendo um cliente de forma gratuita. Após garantirem uma sólida base de utilizadores, as operadoras vêm nestas soluções uma oportunidade de negócio. O modelo de negócio incide essencialmente na disponibilização de conteúdos de valor acrescentado aos seus utilizadores. A venda de Skins e de Stickers, por exemplo, está a ter um enorme sucesso nas aplicações OTT, tendo estas reportado receitas significativas resultantes da venda destes conteúdos. Neste relatório o autor apresenta as suas contribuições no desenvolvimento das funcionalidades de download e consumo de conteúdos de valor acrescentado nos clientes RCS da WIT Software e no cliente de messaging do grupo Vodafone intitulado de Message Plus.
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CHANG, PANG-CHI, and 張雱棋. "A study on the Impact of the eWOM and Network Externality of user to Download App Intention." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/08418639295332109825.

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碩士
世新大學
資訊管理學研究所(含碩專班)
104
The popularity of mobile devices, driven by the development of mobile applications (Apps). There are over 4.2 million Apps in the Apple Store and Google Play. Face a huge mobile application market, it is a very important issue of how to attract users to download and use for mobile applications developers. Therefore, this study was to investigate factors affecting users to download App mobile application. Furthermore, the technology acceptance model is to explore a user on the intended use of new information technology, and to verify the theory of the behavior of most of the use of technology. In recent years, the rise of social networking site, change a user's surfing habits. So this study is based on the theory of technology acceptance model (TAM), and added two important social behavior theories that eWOM and Network Externalit.Download the free App for people who have app user to do survey. Through research and understand the impact of the reasons for users to download and offers some adivice to operators.
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YEH, LI-AN, and 葉立安. "The Effects of App Icon Design on Consumers’ Download Behavioral Intention Research - A Case Study of Game Apps." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/93048431355844014560.

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碩士
輔仁大學
應用美術學系碩士班
102
Back in the history, icon played an important role in human communication. Developed with time and technical progress, especially the use of smart phone, icon design has grown dramatically. App icon is the first image and the only entrance to enter the interface. An app icon not only represents the visual image of its platform, but also has great influence on users’ download behavioral intention. The methodology of this study are through content analysis which based on theories of icon design and application, and the game App samples that take from Apple Inc. in the United States area, in order to categorize design elements toward game Apps and summarize the trend on current App icon design. Beside documentary studies, the questionnaire was designed to understand more on consumers’ preference on icon design and cognitive difference, to verify and generalize the principles of design. To draw conclusion from this research: (1) According the statistics analysis, there is significant positive correlation with layout, colors, visual connotation transition and independent variable in App design that influence the consumers’ download behavior intention. (2) Shown by the statistics from multiple regression analysis, download behavior intention is affected by four variables: game props and scenes, contract colors, similes and animated design. (3) Among eleven icon design elements, there are four elements that have significant difference between different genders, which are: game props and scene, similes, metaphor and reflective shine effect. (4) According to Analysis of Variance, there is no great difference among people whose age from 20 to 39. (5) After the research, the elements and principles of App icon design are matched with the original research context, which are simplicity, significance, identification and meaning. Also the research proved that the quality of App icon design does influence consumers’ download behavior intention. Finally, the research provided some design suggestions which could be references for future designer.
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24

Chen, Shu-Hsuan, and 陳書玄. "Investigate the Impact of “From Free to Fee” and Permission Marketing on the Consumers'' Intention to Download App." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/89203982834071378354.

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碩士
國立高雄第一科技大學
行銷與流通管理研究所
103
The study aims to investigate the impact of “from free to fee” and permission marketing on App download intention. In order to avoid the interference comes from other external factors, the two factors between-subject design were used, and conducted as 2(from free to fee: free and fee) ×2(permission levels: high and low). There are 146 subjects to attend the experiment, include 66 males and 80 females. Additionally, we employ “from free to fee” (i.e. free to fee and fee to free) to be a between-subject experiment design which generates two situations wholly. The results show that, the free App leads higher download intention than the App with a fee, and the App with higher permission level leads higher download intention than the App with lower permission level. The interaction effect of “from free to fee” and permission marketing on App download intention is not significant. The main effect is significant, but the interaction effect is still not significant after adding gender as the moderator. The App download intention between man and woman is significantly different. Finally, this study presents the theory and managerial implications for reference in future research and industry application. Keywords: From free to fee, Permission marketing, Gender, App download intention.
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25

Jhu, En-Cih, and 朱恩賜. "Estimating the Ranking Download Need and Predicting its Trend Based on Pareto Distribution and Grey Prediction Model-the Case of the App Store in China." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/20474976247315072980.

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碩士
康寧大學
運籌與科技管理研究所
100
The coming of digital era changes how people use mobile phones, and along with maturity on the wireless communication technologies as well as increase of equipments, the telecommunication companies can offer consumers with more diverse mobile value-added services. In other words, this means that along with the constantly increasing on the smart phone market, the volume by which people use smart phone on the employment of multi-media activities is greatly increased to nearly two folds while comparing it with the figure in the same period last year. Moreover, it also indicates that there is also gradual emergence on both mobile internet and application software; however, for both mobile phone application software developers and suppliers, the most key information is the demand data in the market. While at the present time what we are able to get is only limited message on App store ranking list, as a result, if we are able to make market downloading volume demand analysis and trend forecast on the basis of public data, they will become convenient and immediate analytical combination tool when setting up market goals and management strategies for both mobile software developers and suppliers. Thus, hopefully through statistics of ranking data from App Store in China areas in the paper, by way of Pareto Distribution Model, to make estimation on both downloading demands as well as downloading demand sequence on categorization of application software from ranking list in China areas, to then make inspection by combining with Rolling Grey Model, in order to find out input data set as applicable to application software industry in China areas, as well as to make forecast on downloading demands and application software downloading volume demand sequence. Moreover, with our expectation to set up an analytical combination tool on both market demands and trend forecasts for both software developers and suppliers, the research results are shown that for the application software markets in China areas, people are with higher acceptance on application software products with high unit pricing than those in America areas and there are still a large room for growth. Furthermore, by transferring the position of ranking list into downloading demand, it actually can make more elaborate order sequence on the downloading volume demand according to different categories of application software; however, there is a larger fluctuations on the historical trend of application software markets in China areas with Grey Prediction Model, as a result, to make recommendation only by using many sets of data as input, to then work on forecast for better forecasting accuracy.
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26

Ballo, Matěj. "Factors contributing to increased number of iOS app downloads." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-429311.

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This thesis is providing with recommendations for app publishers, developers and app marketers. The recommendations were derived from results from a qualitative research, a usability test on Czech iOS users, and from A/B testing of two iOS apps inside the app store. The results came from data analyses which also involved the grounded theory method and user screen recording. The results were further divided into the technical app store optimization aspects and into the user decision-making aspects. There were also studied previous research which were compared to the primary data.
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27

Chen, Ken-Yen, and 陳耕硯. "Understanding the factors of LBS app downloads as a privacy calculus." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/44b237.

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碩士
國立中山大學
資訊管理學系研究所
103
Mobile devices have become the most popular personal communication devices to date. The popularity of the smartphone has increased the diversity of location based services (LBS). Many apps have added location information based functions. Despite the growth of the LBS market and LBS technology, privacy concerns have arisen around the possibility of inappropriate use of the personal location information. When deciding whether or not to allow the use of their personal information in exchange for the LBS app’s benefits, users will first weigh the benefits and risks. This measurement is referred to as a “privacy calculus.” When downloading apps, users evaluate the app’s benefits and risks using their observations of the permissions requested by the app, the vendor’s reputation, the comments of other users, and the app’s ratings and number of downloads. This research intends to determine whether or not, in addition to the factors noted above, the app cost (paid or free) and the app category (hedonic or utilitarian) influence users’ privacy calculus. The core of this research is privacy calculus theory, which we combine with the TAM to develop our research model. The results show that users pay more attention to the benefits of the app if it is utilitarian as opposed to hedonic. Conversely, users pay more attention to the potential risks of a hedonic app. Users attach greater importance to the benefits of a paid app.
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28

Ya-Pei, Ji, and 紀雅珮. "The Effects of Product Information and Social Influence Motivation on Intention to Downlod Mobile APP Games-The mediating role of Consumption Value." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/efa5h2.

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碩士
東吳大學
企業管理學系
102
Smartphone is a growing trend in recent years, smartphone can perform numerous functions and operations which includ games through downloading applications (Apps). As business opportunities can be expected, many firms have devote to develop apps, creating the formation of intense competition. Many apps have no one shows any interest in, only a few become popular apps to obtain huge profits. Therefore, the firms must to know the answers of “what influences consumers to choose a app games?” In this study, considering app to be a kind of digital good, and considering the download behavior of use of App games to be a consumer choice. Under the premise, this study constructed a theoretical model based on the features of app stores and the social characteristic of app games, and used consumption value as the mediating role. This study collected 307 samples by questionnaire survey. The analysis by SmartPLS showed that product reviews, product introduct, and social visibility respectively have a significant impact for emotional value; product introduct and social visibility respectively have a significant impact for social value; emotional value and social value have a significant impact for download intention.
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