Asmy overall findings, this study found that normally male consumers have higheracceptance toward various smartphone contents such as games, applicationsoftware, e-mail, and Internet browsing. On the other hands, female consumershave a higher tendency to adopt or purchase ringtones and wallpapers andspecially selfie and taking picture purpose, which are meant to decorateor personalize their smartphone. In otherwords, male consumers might prefer those mobile contents thatare practical and useful to fulfill their information needs. Occupations andeducation level are found to have association with the behaviors or attitudestoward the usage of smartphone. Older persons bellow 50 or more than 50 yearsthey do not want to use smartphone as they think the use of smart phone is very complicated.This would also clearly indicate that future works can focus more on thedemographic variables such as age and gender that are more related with usageof smartphone.
By providing theassociations between various demographic variable and smartphone usages, thisstudy provides practitioners the niche information to making their marketing plan. Conclusion Fig. 6: Frequency of Blogging viaSmartphone Blogginghave become a widely accepted communication means in the context of Internetusage. With regard to this, it is interesting to find out the acceptance ofblogging using smartphone. The finding as shown in Fig. 6 indicates thatblogging through smartphone is yet a common practice for users. About half(47%) of the respondents have not tried to blog by using their smartphones,whereas only 21 percent of respondents do so in regular basis. The considerablylow acceptance of this practice may due to the inconveniency and inefficiencyin utilizing smartphone to write a blog.
- Thesis Statement
- Structure and Outline
- Voice and Grammar
Blogging can be done faster and easierby using a computer. Previous study has found ease-of-use and usefulness arethe main factors that affect the adoption of certain technologies 7, 8. Thisstudy extends the finding to the context of smartphone applicationsoftware. Blogging via Smartphone Asmobile games are one of the major market opportunities, it is paramount to seethe way consumers react and utilize the mobile games. Fig.
5 shows that mobilegames have a higher acceptance level among the respondents compared to e-mail,in which approximately 84% of the respondents have experience of gaming viatheir smartphones. Moreover, as similar to the trend in Internet browsing, theanalysis also indicates that male respondents play mobile games slightly morefrequent than their female counterparts. Gaming using Smartphone We survey that almost half (44.3%) of theusers do not have any experience in accessing email through smartphone. Thisnumber shows that this usage has not yet gain the acceptance of majorconsumers.
The crosstab analysis indicates about 9% more male respondents usee-mail compared to female users. E-mail Access via Smartphone Fig. I will try to show the frequency of usingsmartphone to access Internet. Overall, about 65% of the respondents haveexperiences of browsing the Internet using their smartphones. This implies thatconsumers in Bangladesh (Dhaka) are considerably opened to accept mobileInternet browsing. Besides, the crosstab analysis shows that more malerespondents browse the Internet via smartphone than their female users InternetBrowsing Accordingto me, the understanding of the consumers’ attitude and behavior toward varioustypes of smartphone usages are important and increasing rapidly. This findingrepresents the respondents’ attitude and behavior toward the Internet browsing,e-mail, games, and blogging through smartphones.
In recent years the mostuseable things of smartphone are taking selfie and clicks are very popular foryoung generation. Behaviors inDifferent Smartphone Options Percentages Not willing to pay at all 31.1 RM2.00 or less 40.4 RM3.00 15.8 RM4.
00 10.9 RM6.00 or more 1.8 Preferences on Software Pricing In my survey the result of a question askingrespondent regarding the price they are willing to pay for a useful application.Based on the information, majority of the users (approximately 40%) willing topay RM3.
00 or less for an application, whereas 31%of the users not willing topay at all. This indicates that the application selling price should be undercontrolled within the price limit in order to get a higher number of demandsconsumer Preferences on the Pricing Software Application by Ages and Genders Inmy survey I found that more male consumers (47 percent) are willing to pay forapplication software compared than their female counterpart (32 percent). Previous studieshave found that males have more interests and skills in computer software 10.This study future extends the finding to the context of mobile applicationsoftware. Additionally, according to my survey, about 43 percent of consumers fromevery age group are prepared to pay for software applications, with exceptionof those respondents who are younger than 16 years old (16 percent). This tellsthat consumers with purchasing power or incomes have a very strong tendency topurchase application software.
Applications Percentages Wallpaper and Graphics 13.8% Application software 41.8 Ringtones 10.4 Games 10 Video Clips 8.5 E-Book 8.5 Others 7 Table 3 Popularity of Mobile Content Themain reason is that such contents could be downloaded for free using acomputer, which can then be used in smartphone. Popularity of Mobile Contents ApplicationsPercentage in table Other than application software, there aremany other mobile contents that constitute the important portion of mobileopportunities for us. Here we will seethe percentage of respondents that are willing to pay for particular type ofmobile content.
The calculation implies that most consumers are willing to pay for applicationsoftware, followed by display and games. The possible explanation of the highacceptance of application software is that consumers perceive software as veryimportant and useful elements to their smartphone. For these importance andusefulness are well-known factors that contribute to the acceptance of users. Besides,the result shows that E-book and video clips are the contents that consumerleast willing to pay for. Preferences on Mobile Contents Type of Software Applications Percentages e-Books 20% Email 34% File Explorer 22.2 Finance Manager 13% E-Wallets 9.85% Music Player 45.
28% Calendar 32% Dictionary 15.75% Games 17.23% Weather 5.
5% Backup 7.72% Keyboard 28% Keyboard Clock 30 Location 5.92 Others things 2.87 Table 2. Utilization ofSoftware Applications As we know it is the application software thatactually makes the smartphone to be smarter than others.
Without not using itsfeatures it is not being utilized. Table 2 summarizes the trend among therespondents on the utilization of software applications. The most usedapplication software is music player, calendar, picture viewer, and videoplayer. Moreover, GPS, dictionary, and games received moderate attention in theutilization. On the other hand, it indicates that finance manager, e-wallet,and personal information manager are rare among respondents.
The reason mightbe the consumers are yet to have faith and confidence to store sensitiveinformation in the mobile phone. So it indicates the importance of userknowledge about the benefit of E-wallets. Preferences of Application Software Isurvey among 50 users who uses smartphones in Dhaka city.Demographicvariables profile of respondents might be helpful for the understanding thesubsequent analysis outcomes. Table 1 shows the demographic of respondents.
Here I find that approximately 80% of respondents is below 36 years old. Thisresult is consistent with previous studies which found that majority ofsmartphone users are teenagers and younger adults Findings