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Mobile government (M-government) is being used in some developed and developing countries. It facilitates the main stakeholders and government officials to perform their responsibilities with speed and accuracy to enhance the desired transparency and accountability. The major goals of mobile E-government are to enhance accountability and to deliver essential services to general public by government...
There is a rapid growth in the development of mobile phone applications which are widely used around the globe. Different cultures may affect the usage of such applications; there is a need to explore the cultural differences in this context. In order to study such differences, those icons which interpretability might be affected by culture differences are taken into consideration and hypothesized...
The objective of this paper is to examine antecedents of mobile banking adoption behavior. The role of national culture, socio-demographics, consumer-behavioral-specific characters and mobile phone specifics were examined. The authors develop hypotheses based on the earlier literature and test them on a data collected from 3582 bank customers in Finland and Portugal. The results show that individualism,...
Folktale is part of people's culture and heritage which represent an identity of a society. Malaysia is rich with folktale which is traditionally transmitted orally from generation to generation. Unfortunately this heritage is slowly being forgotten by our young generation. We studied digital game as a means to deliver folktales to technologically savvy youngsters. m-MyTale is a mobile game developed...
Mobile phone technology development in international marketing means that technology developed for one culture can and will be used in other different cultures. This raises a question: How does culture influence technology adoption? This research uses interpretive approach and uses mixed research methods including questionnaire surveys and observation. Both qualitative and quantitative methods are...
This paper describes a case, which demonstrates how a new media, mobile-phones with GPS can be used as a learning instrument. The case demonstrates how the creation process of a historic drama has been done via Contextual Design. The paper discuss how the method of user involving multimedia products and the method of Serious Games can be used for creating learning tools in school. The case study belongs...
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