Smartphone application is expected to be influential because the number of the smartphone users is growing. Smartphone has the advantage of the wireless internet, interactivity, mobility and flexibility, furthermore facilitates the potential adoption of new mobile applications. Therefore, it is necessary to understand building trust on the mobile application use behavior. The purpose of this study is to find out what really drives the trust and satisfaction to use the smartphone applications, intrinsic or extrinsic motivation factors. The 231 sets of data collected from smartphone users, were tested against the model using PLS 2.0. The result of this study is that extrinsic motivation factors are more influential on the building trust than intrinsic motivation factors.
Recently, the number of smartphone user is increasing fast, and many companies provide various mobile applications. However, not all applications remain at the smartphones, they could be deleted easily if users don't trust them. Therefore in this study, we try to develop the model of building trust to use the smartphone applications and examines the influences of ease of use, usefulness, enjoyment on user satisfaction and trust. For this study the 221 sets of data collected, who use the smartphones, were tested against the model using PLS 2.0. The results of this study are as follows. First, perceived ease of use had an effect on usefulness and enjoyment. Second, usefulness and enjoyment had an effect on user satisfaction and trust. We can derive the factors which affect building trust in smartphone applications through this study, and provide a guideline to mobile application vendors and providers.■ keyword :|Smartphone|Application|Trust|Ease of Use|Usefulness|Enjoyment|Satisfaction|
This study proposes smart-phone game applications success model based on mobile internet success model and investigates the effects of cultural propensities especially, uncertainty avoidance and power distance at the individual level. To achieve our research purposes, the study conducted survey in Korea and a total of 221 people participated in the survey. We classified user types by cultural difference as a moderating variable. User's cultural propensity classified two groups: high uncertainty avoidance and high power distance, low uncertainty avoidance and low power distance. This study results reveal that the impact of quality factors on user satisfaction have difference according to cultural propensities. -2010-332-B00085)
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