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Market Behavior of the 3G and 4G Devices - Case Study Example

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The paper "Market Behavior of the 3G and 4G Devices " is a good example of a marketing case study. Different research activities have been conducted with different people to determine the service quality in the various aspects of Telecommunication. This mainly involves the analysis of various services quality of the industry to the customers…
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Extract of sample "Market Behavior of the 3G and 4G Devices"

Marketing Name (University affiliation) Telecommunications Introduction Different research activities have been conducted with different people to determine the service quality in the various aspects of Telecommunication. This mainly involves the analysis of various services quality of the industry to the customers. In 2012, Jun Xia explored the level of service people in China get from the 3G and 4G and how institutional factors affect the market behaviors. In 2004 Moon-Koo Kim, Myeong-Cheol Park, and Dong-Heon Jeong did a research on the effects of customer’s satisfaction and switching barriers on customer loyalty in Korean mobile telecommunication services. Paul T. Jaeger, Ben Shneiderman, Kenneth R. Fleischmann, Jennifer Preece, Yan Qu, and Philip Fei Wu did a research on the effects of marketing community response grids and effective emergency management. In 2012 Claudio Feijoo, José-Luis Gómez-Barros, Juan-Miguel Aguado, and Sergio Ramos researched on the mobile gaming services. Chun Liu and Krishna Jayakar did a research on the effects of telecommunications policies in China and India. Objectives and Scope Objective one is to find out how institutional factors affect market behaviors in China’s 3G/4G error. They considered factors that influence the market behavior patterns and preferences among the customers. It focuses on the competition development and telecommunication policies in China. (Jun Xia, 2012) Objective two was to find out the effects of maintaining the already existing customers by enhancing loyalty to them. They wanted to find out the effects of customer satisfaction in the Korean mobile telecommunication services (Moon-Koo Kim, Myeong-Cheol Park, and Dong-Heon Jeong, 2004). Objective three is to determine the quality and effectiveness of emergency management on the users of the service. They tried to find out the quality and degree of service of community response grid in relation to social networks and E-government (Paul T. Jaeger, Ben Shneiderman, Kenneth R. Fleischmann, Jennifer Preece, Yan Qu, and Philip Fei Wu, 2007). Objective four is to investigate the customers get from the mobile gaming applications on phones. They wanted to investigate challenges that face the quality of entertainment and policy implication of the industry (Claudio Feijoo, José-Luis Gómez-Barros, Juan-Miguel Aguado, and Sergio Ramos, 2012). Objective five is to compare the satisfaction of customers of in India and China by the telecommunication services and policy. They determine the cause of differences between the two countries based on quality service (Chun Liu and Krishna Jayakar, 2012). Methodology Jun Xia collected the information by analyzing market behaviors mechanisms. He made extensive archival research and conducted interviews. Moon-Koo Kim, Myeong-Cheol Park, and Dong-Heon Jeong collected their information by analyzing the previous Korean Telecommunication Services Company’s survey and records. Paul T. Jaeger, Ben Shneiderman, Kenneth R. Fleischmann, Jennifer Preece, Yan Qu, and Philip Fei Wu collected information from researches made in emergency management, computer science and information studies. Claudio Feijoo, José-Luis Gómez-Barros, Juan-Miguel Aguado, and Sergio Ramos collected their information through conducting interviews among the customers. Chun Liu and Krishna Jayakar collected their information by revising the findings of the telecommunication industry records of both countries. Finding and Analysis After Jun considering the various market behaviors patterns, competition development and regulatory policies in China’s telecommunications industry, He argues that there is no specific mechanism presented in written form. In China's current 3G/4G era, market behaviors are determined by various institutional factors, Together with other forms of informal forces. This is the main cause for the different implications for controlling competition. After carrying out extensive interviews and research in the archives, they decided to reduce the gap by an interpretive approach. They developed an input–output model, which had a main function of pattern matching in China’s context base on the postulation of suggestions. This is how the Industry-Gray-Box, came into existence. Two types of market behaviors got discovered, as a result. The market behaviors include; market-driven and institutions-driven. These factors inhibited competition development in the country according to them. The policy intentions and future reform imperatives got also discussed. The study increases knowledge in terms of: the formulation of a regular and specific pattern for identifying the landscape of China's communications sector, the identification of the inner working techniques of China's SOE system in the telecommunications branch; and the first trials in identifying the various duties of telecom SOEs and the administrative forces that affect them. The document also highlights extensive insights on China's formal and informal institutional sectors on a general scale and specifically for telecommunications. Measurements identified in the study serve as a basis for future study. (Jun Xia, 2012) Moon-Koo Kim, Myeong-Cheol Park, and Dong-Heon Jeong argue that the Korean mobile telecommunication services industry is already entering an advanced level. In their opinion, this has been caused by the market for mobile telecommunications reaching optimum levels, the innovation of the IMT-2000 service and the anticipated introduction of mobile number portability. As a result, attracting new customers was no longer a priority for the industry, but instead they opted to retaining the existing customers through the enhancement of customer loyalty. Moon, Park, and Jeong in this paper investigate how customer satisfaction and switching barrier influences the customer loyalty. They also analyze Adjustment effect of the switching barrier on customer satisfaction and customer loyalty. Paul T. Jaeger, Ben Shneiderman, Kenneth R. Fleischmann, Jennifer Preece, Yan Qu, and Philip Fei Wu support the concept of developing a community response grid (CRGs) and the policy implementation and community emergency response. Community Response Grids makes use of the Internet and communication devices to facilitate the exchange of information and coordination of actions in case of a disaster. The article explores the advantages of using mobile technologies and the internet, including e-government, to organize response systems that would assist communities in case of a disaster by providing channels for contacting people and responders, distributing information and coordinate the responses of social networks. This allows resident-to-resident aid in case of a situation. The article elaborates on the importance and need for CRGs. It also examines required efforts that can facilitate the development of CRGs. The article explains how research on community links can be used to instill trust and social funds in CRGs, and discusses the issues of telecommunications, public policy, and e-government. They argue that a community response grid is the most efficient and effective way of handling disaster cases, as people is well informed. Through CRGs, the hazards and risks to human health in are mitigated. It is an effective way because in this era everyone has access to communication and internet devices (Paul T. Jaeger, Ben Shneiderman, Kenneth R. Fleischmann, Jennifer Preece, Yan Qu, and Philip Fei Wu , 2007).. Claudio Feijoo, José-Luis Gómez-Barros, Juan-Miguel Aguado, and Sergio Ramosargued in the article that mobile games are a primary example of a mobile application that has really developed and attained many users. The application depicts the increasing range of platforms for the entertainment and media industries. Alongside this entertainment platform, the article introduces the primary features of the mobile gaming market and its industrial environment together with its main activities and actors. The objective of the article is to identify challenges ahead for the change of mobile applications into a potential game platform and the likely challenges that may come along with it. The addictive personal relationships between users and mobile devices further explore the link between games, players’ strategies and pending techno-economic achievements. They conclude their work with a discussion of some sample policy alternatives to aid with the development of the entertainment sector. Chun and Krishner discuss the telecommunications policy-making process in India and China. The paper considers an institutional based framework. They discuss the formal policies decision-making processes and the specific individuals involved in telecommunications policy-making process in the two countries, in terms of their progress and level over the past couple of decades. Even though, the two countries began this period with the same bureaucratic decision-making mechanisms, and were faced with similar problems of assimilating new interest groups and responding to external pressures, the paper finds that the countries evolved in different directions as much as the level of progress in telecommunication is concerned. China's telecommunications decision-making process is majorly affected by the macro level political format and is likely to be conducive for adoption of the development policies. On the other hand, India gets affected by a religious environment and a more aggressive interest group culture. According to Krishna, India represents a classic bookcase of incremental policymaking mechanism. Both countries still face various challenges including institutional capacity and excessive regulatory deference to political authority and culture (Chun Liu and Krishna Jayakar, 2012). Limitation and Implication To counter competition in the 3G/4G error the mobile communication industry should not consider only institutional factors, but they should also ensure they offer quality services to the customers (Jun Xia, 2012). Companies should also focus on attracting new customers for their services, and at the same time they should ensure they don loose the already existing ones (Moon-Koo Kim, Myeong-Cheol Park, and Dong-Heon Jeong, 2004). In case of an emergency people, do not have time to check the social sites. The telecommunication industries should formulate other methods. The entertainment sector has not only been boosted by games but also other factors like music and video applications in phones (Claudio Feijoo, José-Luis Gómez-Barros, Juan-Miguel Aguado, and Sergio Ramos, 2012). Telecommunication policies are not only affected by economic factors but also political and social factors (Chun Liu and Krishna Jayakar, 2012). Conclusion Market behavior of the 3G and 4G devices are influenced by market policies and Institution policies. The telecommunication industry must formulate policies, which will ensure the customers receive quality services from their devices and services (Jun Xia, 2012). Research shows that the loyal customers of a company generate the highest revenue. Therefore, a company should strive to maintain the already existing customers than trying to win new ones who generate minimal revenues (Moon-Koo Kim, Myeong-Cheol Park, and Dong-Heon Jeong, 2004). The community response grid through the telecommunication industry has boosted emergency management. The method can be reliable since at least every citizen can access internet. It is also the responsibility of the industry to ensure every person is aware and informed (Paul T. Jaeger, Ben Shneiderman, Kenneth R. Fleischmann, Jennifer Preece, Yan Qu, and Philip Fei Wu, 2007). The mobile gaming industry is doing so well because they offer quality services to the customers. The customers enjoy this major attribute in the industry (Claudio Feijoo, José-Luis Gómez-Barros, Juan-Miguel Aguado, and Sergio Ramos, 2012). China and India have the fastest growing economy with their vast population. The telecommunication department should be able to utilize this advantage by formulating the right policies (Chun Liu and Krishna Jayakar, 2012). References K. Douglas Hoffman, John E.G. Bateson, Greg Elliott, Dawn Birch, (2010) “Services Marketing: Concepts, Strategies and Cases” Asia Pacific Edition, 1st Edition, Cengage Learning, NSW Lovelock, C.H., Patterson, P.G. and Wirtz, J. (2011) “Services Marketing – An Asia-Pacific and Australian Perspective”, 5th Edition, Pearson Education Australia, Sydney Lovelock, C.H., Patterson, P.G. and Walker, (2007) “Services Marketing – An Asia-Pacific and Australian Perspective”, 4th Edition, Pearson Education Australia, Sydney Chun Liu & Krishna Jayakar (2012). The evolution of telecommunications policy-making: Comparative analysis of China and India Claudio Feijoo, José-Luis Gómez-Barros, Juan-Miguel Aguado, & Sergio Ramos (2012). Mobile gaming: Industry challenges and policy implications Paul T. Jaeger, Ben Shneiderman, Kenneth R. Fleischmann, Jennifer Preece, Yan Qu, & Philip Fei Wu (2007), Community response grids: E-government, social networks, and effective emergency management Moon-Koo Kim, Myeong-Cheol Park, & Dong-Heon Jeong (2004). The effects of customer satisfaction and switching barrier on customer loyalty in Korean mobile telecommunication services Jun Xia (2012). Competition and regulation in China's 3G/4G mobile communications industry- Institutions, governance, and telecom SOEs Read More
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