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1 – 10 of over 6000Birgit Bosio, Katharina Rainer and Marc Stickdorn
Many companies struggle with the assessment of customer experience. This chapter aims to demonstrate how mobile ethnography tackles this issue by assessing data in a holistical…
Abstract
Purpose
Many companies struggle with the assessment of customer experience. This chapter aims to demonstrate how mobile ethnography tackles this issue by assessing data in a holistical way, in-situ, and in real-time.
Methodology/approach
The chapter describes the implementation of a mobile ethnography project in a tourist destination, including participant recruitment, data collection, data analysis, and the derivation of insights.
Findings
The mobile ethnography project allowed to gain deep insights into the customers’ journeys.
Research limitations/implications
Future research will need to further investigate questions of participant recruitment, the effectiveness of incentives as well as the performance of the data collection process. Furthermore the findings of this case need to be replicated in the context of other industries, as well as in other cultural contexts.
Practical implications
Mobile ethnography allows companies to gain more information on customer experience in real-time, thus with reduced cognitive and emotional bias. Therefore, the method can help to improve the touristic service offering and, consequently, customer experience.
Originality/value
As companies are searching for new approaches to research and manage customer experience, this chapter is of high value for both academia and practice.
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There has been a massive, revolutionary change over the past two decades in the travel and tourism industry. Mobile technology offers privileges to consumers in order to identify…
Abstract
There has been a massive, revolutionary change over the past two decades in the travel and tourism industry. Mobile technology offers privileges to consumers in order to identify, customize and purchase tourism products and support the globalization of the industry by providing tools for developing, managing and distributing beneficiaries worldwide. These diligent advancements in mobile technology have made it extremely easy for everyone to know instantly as much about the world as they want. The use of smartphones, tablets and mobile devices has empowered global tourists with more flexibility, options and freedom to explore places than ever before. For that reason, mobile technology is a perfect fit for travel and tourism that plays an important role in massive cultural shift of consumer behaviour. All over the world, businesses are struggling to adapt to that incredible spread and impact of mobile technology and in the future, the technology will go on developing and adapting, as well. As mobile technology has been evolving rapidly and spreading across multiple tourism sectors, it is pivotal to take into account its role in creating innovative experiences for consumers and fostering a sustainable competitive advantage for suppliers in the tourism industry. Though mobile evolution has contributed to enhancing the travel factor at large, not much is known about how it has affected the tourism development. Finding this information is crucial for a deeper understanding of how consumers are using tourism-related mobile technology before, during and after their trip. It could provide meaningful perceptions to meet their expectations and to enhance their travel experiences. Therefore, this chapter aims to identify the potential of mobile technology in several businesses in the tourism sector providing guidance to understanding its role to enhance value creation in the future.
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Unnati Narang and Venkatesh Shankar
Mobile marketing, the two- or multi-way communication and promotion of an offer between a firm and its customers using a mobile medium, device, platform, or technology, has made…
Abstract
Mobile marketing, the two- or multi-way communication and promotion of an offer between a firm and its customers using a mobile medium, device, platform, or technology, has made rapid strides in the past several years. Mobile marketing has entered its second phase or Mobile Marketing 2.0. The surpassing of desktop by mobile devices in digital media consumption, diffusion of wearable devices among customers, and an overall integration and interconnectedness of devices characterize this phase. Against this backdrop, we present a synthesis of the most recent literature in mobile marketing. We discuss three key advances in mobile marketing research relating to mobile targeting, personalization, and mobile-led cross-channel effects. We outline emerging industry trends in mobile marketing, including mobile app monetization, augmented reality, data and privacy, wearable devices, driverless vehicles, the Internet of Things, and artificial intelligence. Within each extant and emerging area, we delineate the future research opportunities in mobile marketing. Finally, we discuss the impact of mobile marketing on customer, firm, and societal outcomes.
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Todd White, Richard G. Brody and Gaurav Gupta
Serious games are computer games with a primary purpose of educating or training while also entertaining. Literature has established that serious games can enhance learning in the…
Abstract
Serious games are computer games with a primary purpose of educating or training while also entertaining. Literature has established that serious games can enhance learning in the classroom and improve student engagement. However, few studies have analyzed the factors that inhibit the adoption of serious games. The current study extends research by analyzing inhibitors of serious game adoption in an introductory accounting course for MBA students. The accounting mobile challenge (AMC) is a mobile accounting trivia game which utilizes both competitive and collaborative features in gameplay. Results demonstrated that students who identified as collaborative engaged in a greater amount of gameplay while those who identified as competitive did not. Furthermore, independent learners, as well as those who utilized mobile technology more outside of class, more readily adopted the technology. Utilizing the Technology Acceptance Model (Davis, 1989) as a framework, it was predicted that the perceived value of the AMC would increase as students played the game more. Results support this prediction. Finally, a “discouragement effect” was detected as a major inhibitor to utilizing the technology as students who did poorly gave up and discontinued playing the game. This research contributes to the emerging literature on the inhibitors to serious game adoption in accounting.
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Short-term international mobility has become popular among academics who are seeking new scholarly experiences abroad for a limited period. Short-term international mobility…
Abstract
Short-term international mobility has become popular among academics who are seeking new scholarly experiences abroad for a limited period. Short-term international mobility refers to staying abroad for a few days, weeks or months for scholarly work, although there is no specific definition of ‘short’. In this chapter, I describe my experience of a five-month international stay on my first sabbatical. After positioning myself as a researcher on academic mobility and a mobile academic, I describe the international mobile experience from preparing to travel to returning home. Based on personal reflections, the chapter shares the challenges that early-career academics might confront and offers strategies to enjoy meaningful experiences in short-term mobility.
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Shintaro Okazaki, Radoslav Skapa and Ildefonso Grande
The global mobile game industry expects spectacular growth in the coming years. Ubiquitous entertainment has been drawing much attention from the “global youth” segment, which…
Abstract
The global mobile game industry expects spectacular growth in the coming years. Ubiquitous entertainment has been drawing much attention from the “global youth” segment, which seeks innovative, efficient, and enjoyable pastimes. However, little is known about the adoption behavior of mobile games across cultures. This study aims to fill this gap by examining the factors influencing mobile game adoption in the U.S.A., Japan, Spain, and the Czech Republic. The technology acceptance model has been extended by incorporating two variables: inherent novelty seeking and social norms. Our research model received strong support from the American and Japanese samples. However, only modest support was found for the Czech sample. In closing, after recognizing important limitations, we discuss the managerial and theoretical implications.