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Customer perceived m-commerce quality: the case of wireless games

dc.contributor.authorShchiglik, Clarry John
dc.date.accessioned2011-06-16T02:37:59Z
dc.date.accessioned2022-10-26T07:47:58Z
dc.date.available2011-06-16T02:37:59Z
dc.date.available2022-10-26T07:47:58Z
dc.date.copyright2006
dc.date.issued2006
dc.description.abstractThe potential market for m-commerce now consists of 2.5 billion users worldwide. In addition, as with more traditional computer mediated environments, games are once again proving to be a dominant application. In particular, games are predicted to become the main driver in the m-commerce entertainment space. A key ingredient to the success of these wireless games is destined to be their quality. This is an area that has so far been neglected by literature. As a result, research performed in this thesis develops, validates and demonstrates the usefulness of an instrument that specifically evaluates the quality of wireless games. Data collected by the instrument is grounded in subjective impressions. However, this data can be applied in quantitative analysis for the production of wireless game metrics such as the Wireless Game Quality Index. The objectives of the thesis are carried out through the course of a two-phase methodology. The first phase involves qualitative methods and is primarily focused on the development of an instrument to measure the construct of interest, wireless game quality. The second phase involves quantitative methods and is primarily focused on examining the validity and demonstrating the usefulness of this instrument. A five dimension structure of wireless game quality is revealed along with a validated 23-item instrument. Furthermore, in the process of carrying out procedures to achieve the intended objectives, the study also reveals raw customer perceptions towards wireless games and insight into the competitiveness between three wireless games with regards to their quality.en_NZ
dc.formatpdfen_NZ
dc.identifier.urihttps://ir.wgtn.ac.nz/handle/123456789/24722
dc.languageen_NZ
dc.language.isoen_NZ
dc.publisherTe Herenga Waka—Victoria University of Wellingtonen_NZ
dc.rights.holderAll rights, except those explicitly waived, are held by the Authoren_NZ
dc.rights.licenseAuthor Retains Copyrighten_NZ
dc.rights.urihttps://www.wgtn.ac.nz/library/about-us/policies-and-strategies/copyright-for-the-researcharchive
dc.subjectMobile commerceen_NZ
dc.subjectVideo gamesen_NZ
dc.subjectComputer gamesen_NZ
dc.titleCustomer perceived m-commerce quality: the case of wireless gamesen_NZ
dc.typeTexten_NZ
thesis.degree.disciplineInformation Systemsen_NZ
thesis.degree.grantorTe Herenga Waka—Victoria University of Wellingtonen_NZ
thesis.degree.levelMastersen_NZ
thesis.degree.nameMaster of Commerce and Administrationen_NZ
vuwschema.type.vuwAwarded Research Masters Thesisen_NZ

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