Rethinking ERP success through knowledge management and continuous improvement
Mobile Devices and Importance of Research
The importance of this research surrounds the manner in which mobile devices are transforming modern life -- not just smartphones, but tablets, smaller laptops, integration into automobile and televisions and a commercial transaction that will top $3.2 trillion by 2017 compared to $1.5 trillion in mid-2013. This is astounding when one realizes that a sampling of consumers from some stores show that 80% of their clientele use their mobile device to do research and over 1/2 of those surveyed used their mobile device for some sort of shopping resource in April 2013 (Dishman, 2013). Since 2010, in fact, was a watershed year for merchants and the idea of increasing their presence for mobile devices; in fact merchants are increasingly looking to increase their mobile presence based on the fact that the costs are far less than many overly complex e-commerce sites (See Figure 1). (Siwicki, 2011).
While there has been a decent amount of research in the last decade or so on e-commerce, much of it has ignored the m-commerce area. The Internet mobile handset has now engendered worldwide penetration, largely due to its personal nature and sophisticated communication technologies. However, it is important to note that unlike e-commerce research, empirical research into m-commerce is still in its infancy; often reasoned due to the lack of standards in terms of concepts, theories and overall psychological paradigms that fit a scholarly approach to the data (Okki, 2005). Our approach to the research will expand the paradigm of definitions of mobile services classification that will build upon research from a 2005 attempt to classify and define the research. To completely understand m-commerce within a global perspective, for instance, we must look at the way mobile Internet services classifications that have four primary paradigmatic axes: person interactive and machine interactive (See Table 1):
Table 1 - Model for M-Commerce
Goal Orientation
Experiential Modeling
Person-Interactive
Information
Messaging
Machine Interactive
Payment
Gaming
(Marginally Adapted from: Nysveen, H., et al., 2005)
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