Mobile App Analytics: A Multiple Discrete-Continuous Choice Framework Sang Pil Han Assistant Professor in Department of Information Systems W.P. Carey School of Business, Arizona State University BA 301D, Information Systems, Tempe, AZ, USA, Email: [email protected] Sungho Park Assistant Professor in Department of Marketing W.P. Carey School of Business, Arizona State University BAC 421, Information Systems, Tempe, AZ, USA, Email: [email protected] Wonseok Oh Chair Professor in School of Business Korea Advanced Institute of Science and Technology 85 Hoegiro Dongdaemoon-Gu, Seoul, Korea, Email: [email protected] Mobile App Analytics: A Multiple Discrete-Continuous Choice Framework Abstract The number of mobile apps is exponentially growing to over 2 million, but little is known about how users choose and consume apps in numerous categories. This study develops a utility theory-based structural model for mobile app analytics. Specifically, based on the theoretical notions of utility and satiation along with the factor analytic approach, we model users’ multiple discrete app choice and continuous consumption decisions simultaneously in order to uncover the complex relationships among choice, consumption, and utility maximization for numerous mobile apps. Using a unique panel data set detailing individual user-level mobile app time consumption, we quantify the baseline utility and satiation levels of diverse mobile apps and delineate how users’ app preferences and consumption patterns vary across demographic factors. The findings suggest that users’ baseline utility diverges substantially across app categories and their demographic characteristics explain a substantial amount of heterogeneity in baseline utility and satiation. Furthermore, both positive and negative correlations exist in the baseline utility and satiation levels of mobile web and app categories. Our modeling approaches and computational methods could open new perspectives and opportunities for handling large-scale, micro-level data, while serving as important resources for big data analytics and mobile app analytics in particular. Keywords: mobile analytics, mobile web and apps, time use modeling, satiation, interdependence, structural econometrics 2 Mobile App Analytics: A Multiple Discrete-Continuous Choice Framework INTRODUCTION The mobile revolution has fundamentally changed the ways consumers engage with media and businesses. A recent study by eMarketer (2014), a global digital market research company, revealed that US adults spent more time with digital media than with TV in 2014 for the second consecutive year.1 In particular, the prevalence of digital content and the rapid adoption of smartphone and tablet devices helped augment digital time spent; on average, users spend 2 hours 51 minutes with mobile devices daily, surpassing the 2 hours 12 minutes they spend on PCs each day (eMarketer 2014). The fuel driving mobile’s huge growth is primarily app usage. According to Flurry, a global leader in mobile analytics solutions, average US mobile consumers spend approximately 86% of their mobile time on apps in particular – 2 hours and 19 minutes per day (Khalaf 2014). The predominance of apps in the emerging mobile paradigm has been empowered by their colossal growth and expansion. As of July 2014, Google had 1.3 million apps available through its Android platform, while its competitor, Apple, allowed users to choose from 1.2 million apps through its iTunes app store.2 Despite the pervasiveness of mobile apps in everyday economic and social exchanges, not all apps are created equal. App demand (i.e., download count) follows a Pareto distribution (Carare 2012), indicating that there are a small number of popular apps while there are countless unpopular apps. Even after app download, certain apps (e.g., 1 Digital media include all online, mobile and other non-mobile connected-device activities, such as video streamed through over-the-top services (eMarketer 2014). 2 http://www.statista.com/statistics/276623/number-of-apps-available-in-leading-app-stores/ 3 communication messengers, games, news/stock feeds) are used with great frequency, while many others are deployed only once or twice in their lifespans and then quickly disappear into the void forever. As mobile users are increasingly inundated with an overabundance of apps, they adopt a variety of choice mechanisms to sift through the multiplicity of alternatives and manage their app consumption effectively to maximize utility given time constraints. However, little is known about the changing dynamics of the relationship between users’ app choice and consumption decisions and their utility maximization. The plethora of apps and the relentless usage of apps generate the mammoth amount of data in the form of social media exchanges, purchase transactions, music downloads, car navigations, stock investments, location alerts, and search queries. In an app-based, networked socioeconomic environment, every text, every transaction, every digital process, and literally every touch and move through apps can become a data point. Mobile app analytics tracks and measures such app usage data to study the behavior of mobile app users. In the initial stages, the number of downloads was of key interest. However, as mobile app analytics has gone through a maturing process, businesses have taken a great interest in the direct, quantitative measurement of usage, habits and engagement.3 For example, Google’s Mobile App Analytics solution measures user behaviors from first app discovery and download to in-app purchases. It offers real-time reporting about where users take action, pause, or disappear using event tracking and flow visualization, providing insights about app user behaviors.4 However, methods and results from industry mobile app analytics solutions (e.g., Google’s Mobile App Analytics, Yahoo’s Flurry Analytics, and Countly’s Mobile Analytics) are generally descriptive in nature and neglect interdependence in the usage of various mobile apps. 3 4 https://count.ly/resources/Countly_Mobile_Analytics_101_Whitepaper.pdf http://www.google.com/analytics/mobile/ 4 These analytics have therefore been difficult to relate to quantitative measures in utility theories in order to understand users’ app usage within a utility maximization framework. Understanding the underlying mechanisms of users’ app consumption has important implications for firms’ strategies and in particular for mobile app monetization, mobile consumer engagement and mobile media planning. According to Flurry, between 2010 and 2012 approximately 80 percent of apps were free, but by 2013, 90 percent of apps in use were free (Gordon 2013). As app developers and publishers migrate from paid downloads to in-app purchase and ad-supported business models, they have started shedding more light on how much time their users spend in their apps. More time spent in an app is likely to generate additional in-app advertising revenues and purchases. In addition, brands use mobile apps as a communication and transaction touchpoint to interact with their customers. Extra time spent in a brand’s app enhances consumer engagement with the brand. Furthermore, as advertisers increasingly spend more on mobile advertising, they aim to select optimal mobile media vehicles – mobile apps and websites – to maximize their advertisement exposures and thereby to stimulate consumers’ economic behaviors. According to Flurry, “in the world of advertising, time-spent by consumers is the timeless currency (Khalaf 2014).” Thus, it is critical for businesses in the app-based networked economy to understand how users determine their time use on apps. Understanding users’ app time-use is complicated and constrained because of user heterogeneity. In particular, user demographics affect intrinsic preferences for apps and the marginal utility derived from app consumption. Since behavioral heterogeneities on IT usage have been frequently observed across diverse demographic attributes (e.g., Taylor and Todd 1995), the choice and consumption patterns regarding apps are expected to vary across age, gender, income, and educational levels. However, no comprehensive, systematic analytics has 5 yet to explore how demographic characteristics influence the consumption of numerous mobile apps and their implications for individual utility trajectories. Furthermore, some apps are often utilized in chorus in order to increase user experience and utility, while others replace each other, competing for volume and frequency of use in the battle of the substitutes. Although the number of apps is increasing at an unprecedented rate, the lack of validated empirical schemes, robust computational frameworks and analytics, and actual usage data in large quantity has plagued our understanding of app usage patterns and their interdependence and competition. To systematically explore the patterns of consumption dependency for a wide selection of apps, this study builds on the work of Bhat (2005) to develop a utility theory-based structural model for multiple discrete/continuous choices in app use. The underlying mechanism assumes that a consumer’s marginal utility diminishes as the level of consumption of any particular app increases — a phenomenon known as satiation. To provide empirical insights into our utility-based choice paradigm, we use a unique panel data set detailing individual user-level mobile app consumption. Specific research questions include: What characterizes the baseline marginal utility of a particular app category when no app is consumed? To what extent does marginal return diminish as the consumption of a particular category of apps increases? How do the baseline utility and satiation (i.e., diminished marginal utility) levels vary across different user demographics? Finally, how do we estimate app category (dis)similarity in unobserved attributes when the number of app categories is large (e.g., dimensionality issue)? Answering these questions within a rigorous theoretical framework with empirical validation can enhance our understanding of the baseline utility and satiation levels of numerous mobile apps in diverse categories. 6 The frameworks and methods derived in this study may have several important contributions to the emerging field of mobile analytics, which has yet to coalesce into a clearly defined approach that simultaneously incorporates both consumer choice and utility. Unlike the typical discrete choice models in which a single option is chosen, the multiple discrete-continuous choice approach allows multiple alternatives to be selected in tandem. The diminishing marginal utility provides a horizontal motivation for multiple discrete purchases. That is, if consumers face diminishing marginal utility for each of several potential apps with comparable attractiveness, then several alternatives will be chosen and evaluated simultaneously. We regard the diminishing marginal utility as a manifestation of satiation. Furthermore, our approach jointly models the app choice and consumption time decisions within a single utility framework. For mobile app users, decisions regarding which apps to use and how extensively to consume them are closely related since both questions are influenced by the same factors (e.g., time constraints and the app developer’s marketing activity such as offering a one-week free trial). Modeling the two decisions in isolation (i.e., using a multivariate Logit model for the choice decision and regression models for the quantity decisions) may not be accurate if the quantity decision is not statistically independent of the choice decision and vice versa. The separate modeling approach is prone to resulting in biased and inconsistent regression parameter estimates and inefficient Logit parameter estimates (Tellis 1988; Krishnamurthi and Raj 1988). The bias occurs because the regression models omit a relevant variable, and the inefficiency in the Logit model arises because the information provided by the data about continuous use time is ignored. Therefore, these modeling challenges reinforce the need for a new methodological paradigm for big data analytics in the context of mobile app markets where consumers face numerous choices and need to make effective consumption decisions. 7 One of the key contributions our approach makes to mobile analytics is that it incorporates factor analytic structures into the multiple discrete-continuous choice framework. The proposed structural techniques and processes enable us to estimate correlations in both baseline utilities and satiation levels of mobile app categories in a parsimonious and flexible way. Further, we have extended our model from app category-level to app-level and found that the proposed method remained robust. In addition, the framework can be applied to modeling individual userlevel time-use of various IT artifacts and their interdependence using large-scale, micro-level data. Furthermore, this modeling approach can reduce the computational inefficiencies inherent in estimating unobserved heterogeneity and interdependence when the number of app categories is exceedingly overwhelming (e.g., dimensionality issue). Consequently, our methods and processes could serve as important resources for big data analytics and open new perspectives for mobile app analytics. In addition to estimating the baseline utility and satiation related to app consumption, we examine app time-use interdependence among apps in diverse categories by considering, for example, whether consuming social network apps will increase or decrease the use of communication apps or vice versa. Recently, Facebook (SNS category) acquired WhatsApp (communication category) in a landmark deal for $19 billion to cement its position and create a positive synergy. This corporate coupling further expands and diversifies Facebook’s existing strategic app portfolio, which includes Instagram (photo category), Spaceport (game category), Jibbigo (utility category) and others. We illustrate the strategic value of our quantitative paradigm and mechanism to maximize the consumption of both apps through such portfolio strategies. Finally, we offer managerial guidelines for establishing and implementing optimal mobile media strategies in the app-based economy. 8 THEORETICAL BACKGROUND User Behavior in Mobile Platforms and Apps Research on mobile platforms and apps has proliferated commensurate with their increasing use. Ghose and Han (2011) investigate user behavior on the mobile internet by mapping the interdependence between the generation and usage of mobile content. They find that a negative temporal interdependence exists: The more the mobile content is consumed in the previous period, the less the content is generated in the current period or vice versa. Ghose et al. (2013) report that the influence of ranking and geographical proximity are more pronounced on mobile devices than PCs. Recently, Einav et al. (2014) find that adoption of the mobile shopping application is associated with both an immediate and sustained increase in total platform purchasing. Our study also builds on an emerging stream of literature on mobile apps. For example, using a reduced-form model and data from Apple’s App Store, Carare (2012) reveals that app consumers are willing to pay an additional $4.50 for top ranked apps, but their preference towards the apps with bestseller status declines sharply for top ranked products. Recently, Xu et al. (2014) demonstrate that the introduction of a mobile app by a major national media company leads to a significant increase in demand at the corresponding mobile news website. Using publicly available data from Apple’s App Store, Garg and Telang (2013) discover that topranked paid apps available for iPhone elicit 150 times more downloads than other apps ranked in the top 200. Ghose and Han (2014) find that app demand increases with the in-app purchase option wherein a user can complete transactions within the app. 9 Based on a thorough review, we found that the current literature on mobile apps focuses exclusively on demand in the form of downloads or paid purchases, but pays scant attention to the actual choices and consumption patterns of mobile apps. Multiple Discrete-Continuous Choice Models Several analytics have been proposed to capture the dependence between choice and quantity decisions: the single utility (or structural) approach (e.g., Hanemann 1984; Chiang 1991; Chintagunta 1993; Kim et al. 2002) and the error-dependence (or reduced form) approach (e.g., Tellis 1988; Krishnamurthi and Raj 1988; Zhang and Krishnamurthi 2004). The former approach specifies a utility function and assumes that the optimal choice and quantity are derived as an equilibrium solution from the utility function. The dependence between choice and quantity decision is captured in the utility function. The latter approach handles the dependence by allowing correlations in error terms of the choice and quantity models. A major advantage of the single utility approach is that it allows researchers to estimate structural parameters and metrics of economic interest (e.g. compensating variation). The proposed model based on the multiple discrete-continuous choice approach belongs to the single utility approach. Mobile users' app usage decisions can be decomposed broadly into two elements - which apps to select and how extensively to consume them. Since multiple discrete-continuous choice models tackle both problems within a single utility maximization framework, they are appropriate for analyzing our mobile app and web time-use data. Kim et al. (2002) propose a translated nonlinear, addictive utility model in which a parsimonious specification provides both corner and interior solutions in the context of the simultaneous purchase of multiple varieties. The multiple discrete-continuous extreme value (MDCEV) model formulated by Bhat (2005, 10 2008) extends single discrete-continuous frameworks (e.g., Dubin and McFadden 1984; Hanemann 1984; Chiang 1991; and Chintagunta 1993) to handle multiple discreteness in demand and resolve the presence of heteroscedasticity and correlations that arise from unobserved characteristics. Among various applications, MDCEV models have frequently been used for analyzing time-use data. Bhat (2005) scrutinizes time-use allocation decisions among several discretionary activities on weekends. Building on Bhat’s MDCEV time-use model, Spissu et al. (2009) study within-subject variation over the 12-week sample period for six broad activity categories along with another activity. Luo et al. (2013) incorporates dynamic components into a MDCEV model to examine how consumers allocate time to a portfolio of leisure activities over time. In this study, we develop a unique structural model of app selection and time-use decision by incorporating a factor analytic structure into a MDCEV framework. The vectors of individuallevel baseline utilities and satiation parameters are modeled as functions of observed mobile user characteristics and a small number of unobservable user-specific factors. In literature, factor analytic structures are combined with Probit or Logit models and the primary focus of these models is to understand inter-brand competition by pictorially depicting locations of competing brands in a perceptual map (Chintagunta 1994; Elrod and Keane 1995). Our approach offers a methodological contribution to MDCEV models by allowing correlations in both baseline utilities and satiation levels of various mobile app categories in a parsimonious manner using factor analytic approaches. 11 EMPIRICAL BACKGROUND AND DATA DESCRIPTION Mobile App and Web Time-Use Panel Data We provide a brief overview of the empirical background for our data. We have gathered largescale panel data comprising mobile app and web time-use histories provided by Nielsen KoreanClick, a market research company that specializes in consumers’ Internet and mobile usage. Audience measurement gauges how many users are in an audience and how long they remain, usually in relation to television viewership (e.g., Nielsen ratings), but also in relation to increasingly traffic on websites and mobile apps. Nielsen KoreanClick maintains a panel of mobile app users with Android operating system-based devices, aged 10 to 70, who are selected based on stratified sampling techniques. Android is the dominant operating system of mobile devices worldwide accounting for 67.5 percent of the global market. In Korea, nearly 93 percent of smartphones are powered by the Android platform (Yonhap News 2014). After individuals voluntarily agree to be panel members, they download and install a meter application from Nielsen KoreanClick on their mobile devices. The participating users are rewarded with points for installing the meter app and the incentive points can be accumulated and redeemed for gift cards. This app runs in the background and collects data on panel members’ use of mobile apps and the mobile web even while disconnected.5 The meter app regularly transmits encrypted log files to a server via a secure cellular connection or Wi-Fi. In addition, we acquire individual user-level information on user demographics such as age, gender, monthly income, and education. 5 Mobile web refers to the collective term for websites accessed from mobile devices using browsers. So the mobile web is often interchangeably used with mobile browser. 12 We collected the data between March 5 and April 30 2012 (eight weeks). These data include 1,425 panel members who used mobile apps and the web throughout the sampling period. Moreover, our data incorporate individual-level, weekly information on the type, name, and duration of mobile apps used and mobile websites visited. Nielsen KoreanClick classified the mobile content into 14 categories; communication, game, map and navigation, entertainment, lifestyle, personal finance, music and radio, photo, portal, schedule and memo, social networking, utility, video, and combined mobile web activities.6 Table 1 demonstrates that panel members in our sample used 11,063 apps and visited 7,944 websites.7 Apps in our sample include not only top global mobile apps such as Facebook, YouTube, Twitter, and Skype, but also top local mobile apps such as Kakao Talk, Naver, and Cyworld. We have 11,400 (1,425 users 8 weeks) app choice occasions in our data. Column 1 of Table 2 shows that users access the mobile web most frequently (99.7%), followed by communication apps (99.3%), schedule/memo apps (98.7%), and utility apps (97.7%), but access entertainment apps least frequently (38.0%). In addition, Column 2 of Table 2 reveals that smartphone users in our sample spend an average of 1 hour and 47 minutes every day on consuming content in their mobile devices. Daily time spent in mobile apps surpasses mobile 6 Google Play is a leading app market based on Android operating system. Notably when publishing a new app or a new version of the existing app in Google Play, app developers self-select one or more appropriate app categories, however, they are not required to go through the verification process. Hence there are some cases in which app categories reported by app developers are incorrect or inconsistent. To address this issue, Nielsen KoreanClick performed a thorough, manual re-classification task to ensure that a certain app is classified to the single, primary app category. We use the Nielsen KoreanClick's categorization in our empirical analysis. If the categorization of apps were arbitrary, it would be difficult to find meaningful results from the empirical analysis. However, our empirical analysis based on the Nielsen KoreanClick's categorization show highly significant and meaningful results (we will discuss the result in detail in Results section), adding empirical validity to the categorization. Of course, we can adopt alternative categorizations in the proposed empirical framework. In Results section, we also perform an empirical analysis using individual app level data. 7 The number of mobile websites visited was aggregated to the domain level. That is, multiple URLs with the same domain name were counted as one. For example, two different URLs with the common domain name https://www.google.com/maps/preview and https://www.google.com/calendar/render- were treated as one website when we counted the number of websites visited. 13 web consumption. To be specific, Figure 1 indicates that users spend the most time (25%) with communication apps, such as mobile messaging, followed by mobile web (18%), game apps (12%), music and radio apps (9%), social network apps (6%), and utility apps (6%). In Results section, we show that our findings of baseline utilities and satiation levels for app categories based on the proposed model are quite different from those reported in Table 2 and Figure 1. Table 1. Mobile Content Categories: Mobile Apps and Mobile Websites Category Count Communication Mobile Messengers, Mobile Internet Phone, Email Entertainment Book, Cartoon, Adults, Sports, Travel, Humor, Magazine Action, Adventure, Board, Puzzle, Racing, Role Playing, Shooting, Simulation, Sports Map, Navigation 1,071 Weather, News, Education, Restaurants, Job, Health, Religion, Fashion Banking, Stocks, Finance, Real Estate, Ecommerce 1,808 Game Map and Navigation Lifestyle Personal Finance 247 2,478 337 407 Music and Radio Radio, Music 304 Photo Photo Gallery, Camera 264 Portal Search Portal Site, Search Engine 83 Schedule Scheduler, Memo, Alarm Clock Social Networking Service, Board, Blog, Microblog Productivity, Decoration, Webhard, Widget, Firewall Multimedia, Broadcasting, Movie Websites 1,399 Social Utilities Video Mobile Web Sum 163 2,241 261 7,944 Example Kakao Talk, Mypeople Messenger, Phone, GO SMS Pro, LINE, NateOn UC, LightSMS, Gmail, LightSMS, Viber, Skype Naver Webtoon, Live Scores, TIViewer, T store Book, jjComics Viewer, Naver Books, Score Center Rule The Sky, TinyFarm, Smurfs' Village, Shoot Bubble Deluxe, Hangame, 2012 Baseball Pro, Angry Birds Space, Jewels Star T map, Google Maps, SeoulBus, Naver Maps, Olle Navi, Subway Navigation, YTN News, MK News, SBS News, Weather, Bible, Newspapers, JobsKorea Smart Trading, M-Stock Smart, KB Star Banking, Auction Mobile, Coupang, Gmarket Mobile Music Player, SKY Music, PlayerPro, Mnet, MyMusicOn, FM Radio, Soribada Gallery, Camera, Cymera, Photo Editor, Instagram Naver, Daum, NATE, Google Search, Junior Naver Address book, Alarm/Clock, Calendar, Memo, Polaris Office, Polaris Office, Docviewer Kakao Story, Facebook, Twitter, Naver Café, Daum Café, Cyworld, Naver Blog, Me2day Calculator, Voice Recorder, HD Browser, NDrive, Smart App Protector, Battery Widget TV, Youtube, MX Video Player, SKY Movie, Afreeca TV, T-DMB, PandoraTV Naver.com, Daum.net, Nate.com, Google.co.kr, ppomppu.co.kr, dcinside.com, facebook.com 19,007 14 Table 2. Choice and Time Use According to App Categories Categories Choice Outside Option (other activities) Communication Game Map/Navigation Entertainment Lifestyle Personal Finance Music/Radio Photo Portal Schedule/Memo Social Network Utility Video Web Total Web 18% Time Use 100.0% 99.3% 65.0% 69.6% 38.0% 68.5% 61.4% 67.5% 90.3% 71.3% 98.7% 69.6% 97.7% 77.7% 99.7% Hour Percent 22.23 0.44 0.21 0.03 0.03 0.03 0.04 0.16 0.04 0.07 0.1 0.11 0.11 0.08 0.31 24 92.6% 1.8% 0.9% 0.1% 0.1% 0.1% 0.2% 0.7% 0.2% 0.3% 0.4% 0.4% 0.4% 0.4% 1.3% 100.00% Communication 25% Video 5% Utility 6% Social Network 6% Schedule/Memo 6% Personal Portal Photo Music/RadioFinancing 4% 2% 2% 9% Game 12% Map/Navigation 1% Entertainment 2% Lifestyle 2% Figure 1. Time Use According to App Categories Excluding Outside Option 15 Model-Free Evidence of Dependence between Mobile Content Choice and Time Use Decisions As mobile users increasingly access mobile web and various kinds of apps, their choices become interdependent. Figure 2 demonstrates that all users use at least two categories of mobile content during a given week. Approximately 98.5% of users in our data access more than four categories of mobile content in a given week. These descriptive findings of the joint use of multiple categories of mobile content lend support to the validity of our econometric model in which we incorporate the multiple-discrete choice into the continuous time-use decision. 19.7% 19.0% 20.0% 15.6% 14.9% 15.0% 10.3% 10.0% 6.4% 5.0% 0.0% 6.4% 3.3% 1.8% 0.5%0.4%0.6%1.1% 0.0% 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Figure 2. Distribution of Number of App Categories Jointly Used It is more challenging to make inferences on use time decision across multiple app categories using simple methods. We do not observe usage time for app categories that are not selected. As Figure 2 indicates, all categories of mobile content are used in only 6.4% of our 16 weekly data. Therefore, to use simple metrics like a correlation matrix, we should aggregate the observed weekly data up to monthly or quarterly level or discard observations with zero-time use observations. To impute such an incidence with non-app use, a correlation matrix of app choice incidence can be employed using dummy variables which take the value of one if the app is used and zero otherwise. Similarly, a correlation matrix of app time-use quantity can be established by imputing no incident with zero value. These approaches are inferior to the proposed approach because they do not fully leverage the available information. Tables 3 and 4 show the correlation matrix of app choice incidence variable and the correlation matrix of app time-use quantity variable, respectively. The observed relationships among app use incidents are mostly positive and marginal. We observe substantial positive relationships among communication, utility, and schedule/memo categories. However, we cannot find any substantial negative correlation. In Results section, we demonstrate that our findings derived from the proposed model are drastically different from those reported in Tables 3 and 4, indicating that the simple methods can lead to misleading results in the evaluation of correlation across mobile content categories. We discuss our modeling approach in detail below. 17 Map/Navigation Entertainment Lifestyle Personal Finance Music & Radio Photo Portal Schedule/Memo Social Network Utility Video Web 1.00 0.08 0.12 0.06 0.11 0.09 -0.01 0.23 0.11 0.54 0.11 1.00 0.04 0.15 0.09 0.04 0.07 0.10 0.10 0.10 0.08 1.00 0.11 0.20 0.17 0.14 0.16 0.14 0.14 0.11 1.00 0.15 0.06 0.16 0.09 0.12 0.07 0.12 1.00 0.15 0.13 0.18 0.17 0.13 0.14 1.00 0.05 0.11 0.14 0.13 0.11 1.00 0.13 0.11 0.05 0.13 1.00 0.18 0.26 0.22 1.00 0.16 0.13 1.00 0.11 1.00 0.41 0.14 0.00 0.13 0.14 -0.03 0.17 0.14 -0.03 0.10 0.13 -0.05 0.16 0.16 -0.03 0.15 0.09 -0.03 0.08 0.14 -0.03 0.26 0.22 -0.01 0.16 0.16 -0.03 0.41 0.16 0.00 0.11 0.12 -0.03 1.00 0.18 -0.01 1.00 -0.02 1.00 Web Utility Video Web Game Communication Game Map/Navigation Entertainment Lifestyle Personal Finance Music & Radio Photo Portal Schedule/Memo Social Network Communication Table 3. Correlation Matrix of App Choice Incidence Map/Navigation Entertainment Lifestyle Personal Finance Music & Radio Photo Portal Schedule/Memo Social Network Utility Video Communication 1.00 Game Map/Navigation Entertainment Lifestyle Personal Finance Music & Radio Photo Portal Schedule/Memo Social Network Utility Video 0.00 0.03 0.03 0.05 0.01 0.10 0.35 0.09 0.15 0.24 0.08 0.04 1.00 0.02 0.03 0.04 -0.01 0.03 -0.01 0.04 -0.01 0.00 0.04 0.02 1.00 0.03 0.04 0.02 0.00 0.00 0.02 0.08 0.00 0.04 0.03 1.00 -0.01 -0.02 0.03 -0.02 0.06 0.02 0.04 0.01 0.04 1.00 0.08 0.07 0.01 0.08 0.08 0.02 0.08 0.07 1.00 -0.01 -0.02 0.07 0.06 -0.02 0.04 0.02 1.00 0.05 0.06 0.03 0.08 0.01 0.08 1.00 0.06 0.04 0.25 0.03 0.02 1.00 0.09 0.11 0.06 0.09 1.00 0.03 0.09 0.06 1.00 0.02 0.05 1.00 0.02 1.00 Web 0.03 -0.04 0.00 0.00 0.06 0.04 0.01 0.08 0.08 0.01 0.05 0.03 0.09 Communication Game Table 4. Correlation Matrix of App Use Time 18 1.00 ECONOMETRIC MODEL In this section, we present our proposed model to estimate the baseline utility and satiation levels of different categories of mobile web and apps while allowing for user heterogeneity and crossapp use interdependence even when the number of app categories is large. We then discuss how we identify our demand system. Proposed Model Consumer Utility Function We observe which app categories are chosen and how much time is spent on each selected app category in our data. Accordingly, we describe a mobile user’s behavior by virtue of a multiple discrete/continuous process. Compared to discrete choice models (i.e. Logit or Probit models) and continuous dependent variable models, multiple discrete/continuous models can handle more effectively both discrete and continuous natures of observed data within a single utility-based framework. Because of this advantage, multiple discrete/continuous models have successfully been applied in several academic fields, including marketing, transportation, and economics (Kim et al. 2002; Hendel 1999; Bhat 2008). In this paper, we extend Bhat’s (2008) multiple discrete/continuous extreme value (MDCEV) framework. We specify the latent utility of mobile content usage as follows: Uht 10 exp( h 0t ) qh00t j 1 1hj hjt {( qhjt 1) J hj 1}, (1) where h 1,...,H denotes individual mobile users, j 0 and j 1,..., J denote an outside option (activities other than mobile content use) and mobile content use categories, respectively, and t 1,...,T denotes time period (weeks). q hjt ( j 0,..., J ) is time allocated to alternative j by user h 19 in time period t. This specification is referred to as “alpha-profile” in the literature (see Bhat (2008) for further details on model specification and other possible specifications). h 0 t is an user-, alternative-, and time-specific random term associated with the outside option.8 hjt represents the “baseline marginal utility” (the marginal utility when none is consumed) of alternative j in time t by user h. When a user decides which category to use first, categories with large value of hjt have higher probabilities of being selected compared to those with small hjt . Also, it can be interpreted as a measure of “perceived quality” because higher values of hjt mean that the alternative confers higher levels of utility from any level of consumption, all else equal. In addition, 0 and hj are referred to as satiation parameters in that they determine how the marginal utility of alternative changes as their consumption quantity increases. To illustrate the role of the satiation parameter, assume that there are only two choice options – the outside option (j= 0) and alternative 1 (j= 1) – and that the satiation parameters are fixed to one (i.e., 0 1 and h 1 1 ). Then, the utility function (1) becomes Uht exp( h 0t ) qh 0t h 1t qh 1t . The marginal utilities of the outside option and the alternative 1 are equal to exp( h 0t ) and h1t , respectively. It should be noted that the marginal utility values do not change with consumption quantities, resulting in a linear indifference curve (see case (a) in Figure 3). In this case, user h allocates all her time to the category with the highest perceived quality. If exp( h 0t ) h1t ( exp( h 0t ) h1t ), as shown in Figure 3(a), the user can attain the highest level of utility by spending all her time for the outside option (alternative 1) and thus select the outside option 8 The utility function can be classified as a generalized variant of the translated constant elasticity of substitution (CES) utility function. This specification assumes additively separable utility. We discuss a limitation of this model specification in detail later in Conclusion. Note that the utility specification of the outside option (the first term in the right hand side of (1)) is different from those of the other alternatives and this is for the utility function to capture that the outside option is always consumed. 20 (alternative 1) only. That is, qh 0 t Q and qh1t 0 ( qh 0 t 0 and qh1t Q ). Note that this linear indifference curve implies that the two alternatives are perfect substitutes. q h 1t Uht exp( h 0t ) qh 0t h 1t qh 1t q h 1t U ht 10 exp( h 0t ) qh00t indifference curve qh 0t qh 1t Q Q budget line Q 1h 1 h 1t {( qh 1t 1) h 1 1} indifference curve Q qh 0t qh 1t Q qˆh 1t budget line qh 0t (a) Two alternatives / No satiation qˆh 0 t qh 0t Q (b) Two alternatives / Satiation Figure 3. An Example of How Diminishing Marginal Utility (Satiation) Affects Multiple Discrete Choices Now, let us consider a more realistic case where 0 1 and hj 1. Then the utility function (1) shows diminishing marginal utility. As hj decreases, the utility function in alternative j shows more concave patterns, and higher satiation occurs at a lower value of q hjt . Due to this diminishing marginal utility, multiple alternatives can become comparable to each other and they will be chosen together rather than only one option is selected (see case (b) in Figure 3). In this case, user h consumes the outside option and alternative 1 by and ˆ h1t 0 , qh1t q qh 0t qˆ h 0t 0 respectively. According to Bhat (2008), U ht becomes a proper utility function when hjt 0 and hj 1 for j=1,…, J. To ensure that the baseline utility is non-negative and the satiation parameter is less 21 than 1 regardless of the values of hj , hj , and hjt , we specify the baseline utility parameter hjt and the satiation parameter hj as the following: hjt exp( hj hjt ), for j 1,..., J , (2) hj 1 exp( hj ), for j 1,..., J . hjt represents idiosyncratic elements in utility. Both h 0 t and hjt are known to decision makers, but unknown to researchers. We assume that these follow Type-I Extreme Value distribution. User Heterogeneity and Correlation among Mobile Web and App Categories For user- and alternative-specific hj , we specify the following factor analytic structure: h Dh h h , where a ( J 1) vector h [ h 1 , h 2 ,..., hJ ] and (3) is a ( J 1) constant vector. Dh is the ( K 1) vector of observed demographic variables of user h and is a ( J K ) coefficient matrix. is a ( J F ) factor loading matrix and h is a ( F 1) vector of orthogonal Gaussian factors ( h ~ N ( 0, I F ) ). is a ( J J ) diagonal matrix and h is a ( J 1) vector of independent unit- variance Gaussian random variables ( h ~ N ( 0, I J ) ). The proposed specification decomposes individual-level heterogeneity in mobile content choice utility into three parts. The first is what the observed demographic variables explain. The second part is explained by parsimonious common factors. In factor analysis literature, h is referred to as a “common factor”. F elements in h influence all J elements in h . We can understand the main characteristics of the factors by interpreting the factor loading matrix . Also, it should be noted that, along with Dh , these common factors generate correlations in h . The remaining variation in h is explained by the 22 last term in equation (3), h , which is referred to as a “specific factor.” Unlike h , j-th element in h influences hj only. The factor analytic structure is of interest in our empirical setting for a number of reasons. First, a factor model allows us to estimate category similarity in unobserved attributes (Elrod and Keane 1995). We can potentially interpret the factors as inherent mobile users’ traits. Moreover, the user-specific factor estimates can be used for targeting purposes. Second, the factor model introduces correlations in the latent baseline utilities across app categories with relatively few parameters. This characteristic is particularly useful in our context to alleviate the concern for dimensionality issues inherent in estimating unobserved heterogeneity and their interdependence when the number of app categories (i.e., alternatives) is exceedingly large. We can reduce the number of parameters required to estimate a full covariance matrix while remaining highly flexible and minimizing loss of information. Because of these major advantages, researchers have applied factor analytic structure in random coefficient Logit or Probit models (Elrod and Keane 1995; Singh et al. 2005; Hansen et al. 2006). A key methodological contribution of our proposed model is that it extends factor analytic structure to multiple discrete/continuous models. From equation (3), we can derive the following covariance matrix of h : Cov( h ) D , (4) where D is a covariance matrix of Dh . The variance decomposition of equation (4) allows us to quantify the relative contribution of each part. For example, the proportion of variation in hj explained by observed demographic variables is (j-th diagonal element of D )/(j-th diagonal element of Cov( h ) ). Further, the value of user- and alternative-specific satiation parameter hj is determined by 23 hj . Similar to equation (3), we specify the following factor analytic model structure to hj : h Dh h h , where ( J 1) vector is h [ h 1 , h 2 ,...,hJ ], (5) and is a ( J 1) constant vector. is a ( J K ) coefficient matrix. is a ( J F ) factor loading matrix and h is a ( F 1) vector of orthogonal Gaussian factors ( h ~ N ( 0, I F ) ). is a ( J J ) diagonal matrix and h is a ( J 1) vector of independent Gaussian random variables ( h ~ N ( 0, I J ) ). The covariance matrix of h can be decomposed as follows: Cov( h ) D . (6) Model Estimation and Identification Constrained Utility Maximization and Estimation We derive our demand system by applying the Kuhn-Tucker method to the latent utility of mobile content use specified in equation (1). By solving the Kuhn-Tucker conditions for constrained utility maximization, we obtain demand functions wherein a mixture of corner solutions and interior solutions are a product of the underlying utility structure. The Lagrangian for the constrained utility maximization problem is given by: Lht 10 exp( h 0t ) qh00t j 1 1hj hjt {( qhjt 1) hj J 1} ht ( Q j 0 qhjt ) , J (7) where ht is the Lagrange multiplier, and Q denotes total amount of time given to each mobile user (i.e. 24 hours per day). The Kuhn-Tucker first order conditions can be derived as follows: hj 1 ht 0, if qhjt 0, hj 1 ht 0, if qhjt 0, hjt ( qhjt 1) hjt ( qhjt 1) (8) 24 and exp( h 0t ) qh 0t 0 1 ht 0 since the outside option is always consumed (i.e. time used for activities other than mobile app and web uses is non-zero). We use the expression for ht from the first-order condition for the outside option to eliminate the Lagrange multiplier form (7) and then take log in both sides, so the Kuhn-Tucker conditions for the interior and corner solutions can be written, respectively, as: hj ( hj 1) ln( q hjt 1) hjt ( 0 1) ln( q h 0t ) h 0t , if q hjt 0, (9) hj ( hj 1) ln( q hjt 1) hjt ( 0 1) ln( q h 0t ) h 0t , if q hjt 0. From this Kuhn-Tucker first order condition, we derive the following probability that any M of the J alternatives is chosen (see Chapter 4 of Bhat (2008) for detail): Pht ( q h 0t , q h 1t ,...,q hMt ,0,0,...,0 ) h M 1 hj M ! j 0 q hjt j where Vh 0t (0 1) ln( qh 0t ) , Vhjt M q hjt j j 0 1 hj e e hj (hj 1) ln( qhjt 1) M Vhit i 0 J j 0 Vhjt M 1 (10) dF ( h ), for j=1,...,J, 0 0 , and j 1 for j=1,...,J. h is a vector of common factors and specific factors in hj and hj ( h , h , h , and h ) and F ( h ) is a joint distribution function of h . We use Monte Carlo simulation methods to calculate the probability (10) and estimate the model parameters by maximizing a likelihood function derived from equation (10) (see Keane 1993 for detail). To compute the integrals in the likelihood function, we generate random normal draws for h , h , h , and h from their distributions, and then take averages of computed integrands. In our application, we use 1,000 random draws. The resulting estimator becomes a simulated maximum likelihood (SML) estimator. This procedure is the same as maximum likelihood except that simulated probabilities are used instead of the exact probabilities. Researchers (e.g., Keane 1993) have articulated thoroughly the properties of SML (i.e. its consistency, efficiency, and asymptotic normality). 25 Identification Bhat (2008) discusses the identification issues of general MDCEV models and shows the empirical identifiability of "alpha-profile" specification, which is adopted in the proposed model. A distinctive feature of our model is that it incorporates the Gaussian factor analytic structure into a MDCEV model. It should be noted that our Gaussian factor specification is the most general and widely used specification (Elrod and Keane 1995; Singh et al. 2005; Hansen et al. 2006), but other distributional assumptions can be also used. For the identification of model parameters, appropriate restrictions on factor loading matrices are required. Following Singh et al. (2005) and Hansen et al. (2006), we impose a standard triangular restriction on a loading matrix. It is widely known that this approach imposes the minimum restriction for the parameter identification. More specifically, with two factors, one of the elements in the second column of factor loading matrix is restricted to be equal to zero. With three factors, a 3 3 submatrix of factor loading matrix is lower triangular. We estimate one-, two-, and three-factor versions of the model specified in equations (3) and (6). The log-likelihood values for the one-, two-, and threefactor models are 97,128, 97,926, and 98,040, respectively. To determine the number of factors, we use the Bayesian Information Criterion (BIC). The BIC values for the one-, two-, and threefactor models are -191,631, -192,984, and -192,979, respectively. In our case, the two-factor model is chosen. The estimation results of one- and three-factor models are available upon request. Accordingly, we report and discuss the results for the two-factor model below. 26 RESULTS Baseline Utility and Satiation Levels for Mobile Web and App Categories Tables 5 and 6 show the estimates for the baseline utility parameters ( and ) and the satiation parameters ( and ), respectively. The results in Table 5 indicate that mobile users’ baseline utility for communication apps is the highest and their baseline utility for personal finance apps is the lowest among the various mobile web and app categories. The highest baseline utility for communication apps can be attributed to the high penetration and the wide use of mobile messaging apps. For example, 93% of smartphone users in Korea use a mobile messaging app, Kakao Talk (Frier 2013). The lowest baseline utility for personal finance apps suggests that they remain a niche market. It should be noted that as increases the baseline utility increases. The sign for estimates for all types of mobile content is negative due to the relatively higher utility of outside options (e.g., mobile users spend more than 22 hours daily engaging in activities other than mobile content use), which is normalized to zero for model identification ( h 0 0 ). We can also interpret the degree of baseline utility in terms of because the sign of the estimates is reversed. However, the relative magnitude of estimates remains unchanged after the exponential transformation specified in equation (2). Furthermore, among several demographic variables, age, gender, and education account for substantial heterogeneity in baseline utilities across mobile users. For example, senior users show a higher intrinsic preference for portal, schedule/memo, and video apps, but a lower intrinsic preference for the remaining apps and the mobile web. In addition, women exhibit a higher intrinsic preference for communication and photo apps and a lower intrinsic preference for entertainment 27 and personal finance apps in comparison with men. Lastly, users with high education exhibit significantly lower baseline utilities in most categories, except for personal finance apps. Table 5. Estimates for Baseline Utility Parameters Constant (β̅) Demographic Variables (Π𝛽 ) Age 30's Age Female Income Income Education Education 40's MidUpperHighUniversity & class class School Graduates over Graduates -1.30 -0.18 0.34 0.21 -0.13 Communication -0.03 0.02 -0.05 (0.05) (0.05) (0.06) (0.05) (0.04) (0.05) (0.07) (0.06) -2.94 -0.13 -0.22 Game 0.04 -0.04 -0.04 0.09 -0.01 (0.05) (0.05) (0.06) (0.04) (0.04) (0.04) (0.08) (0.07) -2.76 -0.37 -0.26 0.12 Map/Navigation 0.00 -0.02 -0.07 0.06 (0.04) (0.05) (0.05) (0.05) (0.05) (0.05) (0.07) (0.06) -3.15 -0.35 -0.45 -0.23 -0.21 -0.39 Entertainment -0.04 -0.09 (0.05) (0.05) (0.06) (0.05) (0.05) (0.05) (0.07) (0.06) -2.85 0.17 -0.36 -0.21 Lifestyle 0.03 -0.06 0.04 0.02 (0.04) (0.04) (0.05) (0.04) (0.04) (0.05) (0.07) (0.05) -3.34 -0.12 -0.19 -0.10 0.15 0.33 0.39 Personal Finance 0.05 (0.05) (0.05) (0.05) (0.04) (0.04) (0.05) (0.07) (0.06) -2.47 -0.41 -0.43 -0.22 -0.38 Music/Radio 0.02 0.01 0.02 (0.04) (0.04) (0.05) (0.05) (0.04) (0.04) (0.07) (0.05) -2.04 -0.16 -0.27 0.33 -0.17 -0.12 Photo -0.05 -0.05 (0.04) (0.04) (0.05) (0.04) (0.04) (0.04) (0.07) (0.05) -2.94 0.15 0.18 0.12 -0.11 Portal -0.04 0.03 -0.06 (0.04) (0.05) (0.05) (0.04) (0.05) (0.04) (0.07) (0.05) -1.81 0.16 0.15 Schedule/Memo -0.05 -0.02 0.04 0.06 0.02 (0.05) (0.05) (0.05) (0.04) (0.05) (0.05) (0.07) (0.06) -0.40 -0.53 0.10 Social Network -2.54 -0.07 0.04 -0.11 -0.10 (0.04) (0.04) (0.05) (0.04) (0.04) (0.04) (0.07) (0.05) -1.60 -0.14 Utility -0.09 0.00 -0.06 -0.09 -0.10 -0.10 (0.05) (0.05) (0.05) (0.05) (0.04) (0.05) (0.07) (0.06) -2.76 0.12 0.10 Video -0.04 -0.01 0.02 0.00 -0.07 (0.04) (0.04) (0.05) (0.04) (0.05) (0.04) (0.06) (0.05) -1.77 -0.17 -0.11 Web -0.02 -0.02 0.01 -0.01 0.03 (0.04) (0.04) (0.05) (0.05) (0.04) (0.05) (0.07) (0.05) Note: Standard errors in parentheses. Bold: significant at the .05 level. Following Bhat (2008), 𝛼0 is bounded between 0 and 1. The estimated value of 𝛼0 is 0.00 with a standard error of 0.03. To code discrete demographic variables, we use the following as a reference level: we use age 20’s or less for age and male for gender, respectively. For monthly income, we create two dummy variables – mid-class ($3,000–$5,000) and upper-class ($5,000 or over), and we use lower-class ($3,000 or less) as a reference level. Similarly, for education, we create two dummy variables – high school graduates and university graduates, and we use students (elementary, middle-and-high school students, university students) as a reference level. 28 Table 6. Estimates for Satiation Parameters Constant (λ̅) Demographic Variables (Πλ ) Age 30's Age Female Income Income Education Education 40's MidUpperHighUniversity & class class School Graduates over Graduates 1.74 0.31 0.31 -0.22 0.05 0.31 0.23 Communication 0.03 (0.02) (0.02) (0.03) (0.02) (0.02) (0.02) (0.03) (0.03) 1.73 0.09 0.19 0.11 Game -0.03 0.04 0.05 -0.04 (0.03) (0.04) (0.04) (0.03) (0.03) (0.03) (0.05) (0.04) 3.80 -0.27 0.27 Map/Navigation -0.03 -0.02 0.04 -0.05 -0.07 (0.04) (0.03) (0.04) (0.03) (0.03) (0.03) (0.05) (0.04) 2.75 0.53 0.68 0.08 0.14 0.23 0.25 Entertainment -0.05 (0.04) (0.05) (0.05) (0.04) (0.04) (0.05) (0.06) (0.05) 3.82 0.19 -0.22 0.30 -0.13 Lifestyle -0.02 0.04 -0.02 (0.04) (0.04) (0.04) (0.03) (0.03) (0.03) (0.05) (0.04) 3.84 -0.28 -0.30 0.19 -0.07 -0.26 -0.21 -0.14 Personal Finance (0.04) (0.04) (0.05) (0.03) (0.03) (0.04) (0.05) (0.04) 2.28 0.44 0.51 -0.10 -0.23 -0.12 Music/Radio -0.05 0.07 (0.03) (0.04) (0.04) (0.03) (0.03) (0.03) (0.05) (0.04) 3.67 -0.51 0.11 0.17 0.31 0.33 Photo 0.05 -0.03 (0.03) (0.03) (0.03) (0.02) (0.02) (0.03) (0.04) (0.03) 3.59 0.33 -0.08 0.28 -0.12 Portal 0.06 -0.03 -0.01 (0.04) (0.04) (0.04) (0.03) (0.04) (0.04) (0.05) (0.04) 3.32 -0.13 -0.32 0.15 -0.16 Schedule/Memo 0.00 0.04 -0.01 (0.02) (0.03) (0.03) (0.02) (0.02) (0.02) (0.04) (0.03) 2.47 0.30 0.19 -0.48 0.14 0.24 0.25 Social Network -0.04 (0.03) (0.04) (0.04) (0.02) (0.03) (0.03) (0.05) (0.04) 3.13 0.25 0.19 0.18 0.18 -0.15 -0.08 Utility 0.04 (0.03) (0.03) (0.04) (0.02) (0.03) (0.03) (0.05) (0.04) 2.96 0.08 0.14 0.06 -0.08 -0.12 -0.12 Video (0.03) (0.04) (0.03) (0.04) (0.03) (0.03) (0.03) (0.05) (0.04) 2.23 -0.10 0.26 0.25 0.07 Web -0.04 0.00 -0.03 (0.03) (0.03) (0.04) (0.02) (0.03) (0.03) (0.05) (0.04) Note: Standard errors in parentheses. Bold: significant at the .05 level. To code discrete demographic variables, we use the following as a reference level: we use age 20’s or less for age and male for gender, respectively. For monthly income, we create two dummy variables – mid-class ($3,000–$5,000) and upper-class ($5,000 or over), and we use lower-class ($3,000 or less) as a reference level. Similarly, for education, we create two dummy variables – high school graduates and university graduates, and we use students (elementary, middle-and-high school students, university students) as a reference level. Table 6 suggests that the satiation level is the highest in the personal finance app category and the lowest in the game app category. As increases, the satiation effect also increases. The 29 highest satiation for personal finance apps implies that users access these apps quickly (e.g., checking balance information or making a deposit by simply taking a photo of a check). In contrast, the lowest satiation for game apps suggests that users tend to continue playing games without growing tired of them. Further, there exists substantial user heterogeneity in terms of satiation levels. For example, as age increases, satiation with entertainment and music/radio apps increases, while satiation with personal finance and schedule/memo apps simultaneously decreases. In addition, women show significantly lower satiation levels for photo and social networking apps than men do. Moreover, users with high education show significantly higher satiation levels regarding communication, entertainment, and social networking apps. We can also interpret the degree of satiation in terms of . However, unlike , decreases as increases after the exponential transformation in equation (2). Consequently, a lower represents a higher satiation level. In Figure 4, we map mobile web and app categories according to the baseline utility and satiation levels – and . The four quadrants of the scatterplot provide intriguing insights into the multiplicity of mobile content in terms of its choice and time use. For example, the topright, quadrant I, represents mobile content that is used widely as well as extensively, including communication apps, utility apps, and mobile web. Furthermore, we can distinguish among the apps with the similar level of baseline utility: low satiation apps from high satiation counterparts. For example, baseline utility levels are similar to each other for apps in quadrant III (photo, map and navigation, life style, personal finance, and portal search apps) and quadrant IV (social, music, video, entertainment, and game apps). However, satiation levels are greater in the former than in the latter. One notable observation is that hedonic app categories are typically grouped in 30 quadrant IV and tend to be used more extensively than utilitarian counterparts grouped in quadrant III when their baseline utility levels are relatively low. Figure 4. Mapping App Categories According to Baseline Utility and Satiation Variance Decomposition for Mobile Web and App Categories Tables 7 and 8 present the estimation results for common factors ( and ) and specific factors ( and ). In addition, in the last three columns of Tables 7 and 8, we decompose the overall variations in baseline utilities and satiations for mobile web and app categories into variations attributed to the demographic variables, common factors, and specific factors. Interpretation of the factors is based on estimated factor loading matrices and variance decompositions. For the baseline utility, the first factor loads strongly with positive signs for major utilitarian app 31 categories (communication, map/navigation, lifestyle, personal finance, schedule/memo), but with negative signs for major hedonic app categories (game, music/radio, video). A large positive factor score implies high utility for utilitarian apps, but low utility for hedonic apps. In contrast, the second factor loads strongly with positive signs for hedonic and social networking app categories (game, entertainment, portal, social network, video), but with negative signs for utilitarian apps (communication, schedule/memo, web). Table 7. Baseline Utility Factor Estimates and Variance Decomposition Estimates Common Factor Variance Decomposition Specific Factor Demographic 0.13 -0.05 0.02 0.69 (0.02) (0.02) (0.02) -0.08 0.10 0.10 Game 0.37 (0.02) (0.02) (0.02) 0.08 0.06 Map/Navigation -0.01 0.75 (0.02) (0.02) (0.02) 0.12 0.05 Entertainment -0.01 0.86 (0.02) (0.02) (0.02) 0.07 Lifestyle 0.03 0.03 0.76 (0.02) (0.02) (0.02) 0.11 Personal Finance 0.00 0.00 0.64 (0.02) (0.02) -0.12 Music/Radio 0.02 0.02 0.86 (0.02) (0.02) (0.02) Photo 0.02 -0.01 0.02 0.99 (0.02) (0.02) (0.01) 0.09 0.18 Portal 0.00 0.15 (0.02) (0.02) (0.02) 0.10 -0.05 Schedule/Memo 0.02 0.49 (0.02) (0.02) (0.01) 0.06 0.04 Social Network 0.03 0.92 (0.02) (0.02) (0.02) Utility 0.02 -0.02 0.02 0.90 (0.02) (0.02) (0.01) -0.06 0.06 0.03 Video 0.29 (0.02) (0.02) (0.01) -0.05 -0.18 0.05 Web 0.08 (0.02) (0.02) (0.01) Note: Standard errors in parentheses. Bold: significant at the .05 level. Communication Common Factor Specific Factor 0.29 0.01 0.38 0.26 0.15 0.10 0.12 0.02 0.21 0.03 0.34 0.02 0.13 0.01 0.01 0.01 0.83 0.02 0.49 0.02 0.06 0.02 0.05 0.05 0.63 0.07 0.86 0.06 32 The variance decomposition reveals that, on average, 63% of variation in the baseline utility can be explained by demographic variables and 33% by common factors. Specific factors account for the remaining 4%. In marketing literature, researchers assert that demographic variables often serve as poor predictors of consumer brand preferences that are estimated on scanner panel data (Singh et al. 2005). However, our results indicate that the demographic variables are powerful predictors of overall variations in app preference captured by the baseline utility. This implies that companies can capitalize on strategic advantages that result from their knowledge on user demographics. For the satiation parameters, we find that the first factor loads with positive signs for communication, photo, portal, and social network apps, but with negative signs for game, video, and the mobile web. A large positive factor score indicates high satiations for communication, photo, portal, and social network apps and low satiations for game, video, and the mobile web. The second factor loads strongly with positive signs for all categories, capturing uniformly lower (higher) levels of usage with a large positive (negative) factor score. The variance decomposition denotes that only 11% of variation in satiation parameters is explained by demographic variables. In contrast, 57% of the variation is accounted for by specific factors and 33% by common factors. Unlike in the baseline utility, demographic variables are poor predictors of heterogeneity in app satiation. A large variation is explained by specific factors, which indicates that satiation is a user-specific trait. It is difficult to predict user's app satiations based on her demographic information. Instead, individual level historical data are required for reliable prediction. 33 Table 8. Satiation Factor Estimates and Variance Decomposition Estimates Common Factor Variance Decomposition Specific Factor Demographic 0.36 0.11 0.02 0.33 (0.01) (0.01) (0.01) -0.05 0.18 0.53 Game 0.03 (0.01) (0.01) (0.01) 0.35 0.44 Map/Navigation -0.01 0.11 (0.01) (0.01) (0.01) 0.08 0.90 Entertainment 0.04 0.14 (0.02) (0.02) (0.02) 0.05 0.76 0.46 Lifestyle 0.05 (0.02) (0.02) (0.02) 0.18 0.76 Personal Finance 0.00 0.09 (0.02) (0.01) 0.13 0.31 0.84 Music/Radio 0.08 (0.01) (0.01) (0.01) 0.46 0.10 0.09 Photo 0.28 (0.01) (0.01) (0.01) 0.35 0.83 1.43 Portal 0.01 (0.01) (0.01) (0.01) 0.23 0.28 0.45 Schedule/Memo 0.09 (0.01) (0.01) (0.01) 0.52 0.12 0.43 Social Network 0.20 (0.01) (0.01) (0.02) 0.13 0.45 0.70 Utility 0.03 (0.01) (0.01) (0.01) -0.22 0.47 0.63 Video 0.01 (0.01) (0.01) (0.02) -0.16 0.10 0.85 Web 0.04 (0.01) (0.01) (0.01) Note: Standard errors in parentheses. Bold: significant at the .05 level. Communication Common Factor Specific Factor 0.66 0.01 0.11 0.86 0.34 0.55 0.01 0.86 0.70 0.25 0.05 0.86 0.13 0.80 0.69 0.03 0.28 0.71 0.35 0.55 0.48 0.32 0.30 0.68 0.40 0.59 0.05 0.91 Correlation across Mobile Web and App Categories Tables 9 and 10 present the correlation matrices for the baseline utility and satiation parameters across mobile web and app categories. Table 9 hints that people who use social apps (e.g., Facebook) also frequently use photo apps (e.g., Instagram). Likewise, people who use entertainment apps (e.g., Naver Cartoon) also frequently consume music/radio apps (e.g., Music 34 Player). These results indicate that social apps and photo apps might be economic complements and entertainment apps and music/radio apps are frequently used together as complements.9 In contrast, people who use mobile portal apps (e.g., Google app) infrequently use the mobile web (e.g., Google on browser), which indicates that portal apps and the mobile web might be economic substitutes. This result suggests that mobile portal apps offer functionality and usability similar to those of the mobile web. For example, users can obtain information quickly and easily regardless of whether they use a mobile search app or visit a mobile search website. Because people have a limited amount of time to spend on the mobile web and app categories, substitution could occur in our context. Game Map/Navigation Entertainment Lifestyle Personal Finance Music /Radio Photo Portal Schedule/Memo Social Network Utility Video Web Communication Game Map/Navigation Entertainment Lifestyle Personal Finance Music/Radio Photo Portal Schedule/Memo Social Network Utility Video Web Communication Table 9. Correlation Matrix for Baseline Utility Parameters 1.00 -0.47 0.60 0.00 0.59 0.09 0.21 0.66 0.20 0.78 0.48 0.41 -0.63 0.15 1.00 -0.34 0.40 -0.01 -0.37 0.28 0.09 0.20 -0.63 0.17 0.03 0.48 -0.39 1.00 0.41 0.44 0.24 0.42 0.45 0.00 0.34 0.68 0.60 -0.58 0.10 1.00 0.33 -0.38 0.81 0.35 0.09 -0.40 0.74 0.70 0.06 -0.13 1.00 -0.14 0.33 0.77 0.36 0.19 0.64 0.45 -0.40 -0.06 1.00 -0.62 -0.32 0.14 0.31 -0.17 -0.40 -0.31 -0.24 1.00 0.61 -0.20 -0.30 0.78 0.75 -0.05 0.23 1.00 0.06 0.16 0.80 0.61 -0.45 0.16 1.00 0.16 0.12 -0.19 0.32 -0.84 1.00 -0.08 0.11 -0.59 0.11 1.00 0.71 -0.31 -0.02 1.00 -0.48 0.31 1.00 -0.44 1.00 9 The positive correlation in baseline utility can be explained by not only inherent complementary relationship among apps but also some external reasons for simultaneous use. For example, in the case of product purchase decision, bundle promotion (e.g. buy one get one free) can result in correlated demand. When mobile users decide which app to use, the decision is less likely to be influenced by external factors compared to other purchase or choice decisions. Thus, we believe that the inherent complementarity plays the major role in our context. 35 Table 10 shows correlations in satiation levels. People who spend a great deal of time on social apps (e.g., Facebook) also spend a significant amount of time on communication apps (e.g., WhatsApp) and photo apps (e.g., Instagram), which suggests that social, communication, and photo apps might be economic complements to each other. For example, many users take a picture or video, use Instagram to choose a filter to transform its look and feel, and post it to Facebook or share it on WhatsApp. Map/Navigation Entertainment Lifestyle Personal Finance Music/Radio Photo Portal Schedule/Memo Social Network Utility Video 1.00 0.07 -0.02 0.23 0.23 0.02 0.31 0.92 0.30 0.27 0.80 0.26 -0.06 -0.07 1.00 0.15 0.06 0.25 -0.05 0.11 0.02 0.14 0.08 0.02 0.16 0.21 0.08 1.00 -0.01 0.52 0.06 0.13 -0.05 0.28 0.34 -0.03 0.32 0.34 0.02 1.00 0.07 -0.09 0.12 0.14 0.06 -0.03 0.15 0.08 0.05 0.03 1.00 0.00 0.28 0.20 0.43 0.41 0.19 0.46 0.46 0.05 1.00 -0.04 0.05 0.04 0.17 0.03 0.01 -0.06 -0.06 1.00 0.25 0.20 0.14 0.24 0.21 0.17 0.03 1.00 0.26 0.27 0.80 0.20 -0.12 -0.11 1.00 0.30 0.23 0.29 0.22 0.01 1.00 0.22 0.28 0.16 -0.05 1.00 0.19 -0.09 -0.09 1.00 0.27 0.02 1.00 0.11 Web Game Communication Game Map/Navigation Entertainment Lifestyle Personal Finance Music/Radio Photo Portal Schedule/Memo Social Network Utility Video Web Communication Table 10. Correlation Matrix for Satiation Parameters App-Level Analysis Our proposed model provides a general empirical framework to analyze the usage data on various emerging IT artifacts as well as the app time usage data. To illustrate this vital strength, 36 1.00 we conduct an app-level analysis using the proposed model to investigate mobile users' popular app choices and time usage decisions. We focus on the top-ten apps in terms of total usage time in our data. We chose the top-ten apps for the sake of the tractability of the model, however, the number of apps can be increased at the expense of the computational time required to identify and to estimate the parameters of the model. Table 11 lists the selected top ten apps with their key descriptive statistics. Note that "Others" represents all of the other mobile content use excluding the top-ten apps. Column 2 of Table 11 shows that users accessed Kakao Talk (a communication app) most frequently (94.6%), while they accessed Rule the Sky (a game app) least frequently (4.1%). Column 5 of Table 11 shows that users spent the most time (20.46%) using Kakao Talk, followed by Naver (3.67%), Rule the Sky (2.16%), Facebook (1.89%), Tiny Farm (1.59%), and Mellon (1.38%). In addition, the top ten apps account for 34% of the total mobile content use and the "Others" category accounts for the remaining 66%. Table 11. Top-Ten Apps and Summary Statistics Apps Outside option (other activities) Kakao Talk Naver Rule The Sky Facebook Tiny Farm Mellon Daum YouTube Mypeople T map Others Total Category Communication Portal Search Game Social Game Music and Radio Portal Search Video Communication Map and Navigation - Choice 100.0% 94.6% 43.8% 4.1% 26.1% 4.6% 11.2% 11.9% 27.8% 15.2% 12.7% 99.9% Time Use Hour Percent Percent excld. outside option 22.23 0.36 0.06 0.04 0.03 0.03 0.02 0.02 0.01 0.01 0.01 1.17 24 92.62% 1.51% 0.27% 0.16% 0.14% 0.12% 0.10% 0.07% 0.05% 0.05% 0.04% 4.87% 100.00% 20.46% 3.67% 2.16% 1.89% 1.59% 1.38% 0.97% 0.66% 0.63% 0.57% 66.00% 100.00% 37 We use the same specification for the model estimation as in the app category-level analysis. Tables 12 and 13 show the estimates for the baseline utility parameters ( and ) and satiation parameters ( and ), respectively. The results in Table 12 show that mobile users’ baseline utility for Kakao Talk (a communication app) is the highest and that their baseline utility for Rule the Sky (a game app) is the lowest among the top ten apps. The highest baseline utility for Kakao Talk is consistent with our empirical findings based on the app category-level data. The demographic variables explain the substantial heterogeneity in the baseline utilities for all mobile users. For example, older users exhibit a lower intrinsic preference for Kakao Talk (a communication app), Rule the Sky (a game app), Facebook (a social network app), Tiny Farm (a game app), Mellon (a music/radio app), and Mypeople (a communication app) but a higher intrinsic preference for Daum (a portal search app). In addition, women exhibit a higher intrinsic preference for Kakao Talk, Naver, Mellon, Youtube, and Mypeople and a lower intrinsic preference for T map (a map/navigation app) and Facebook in comparison with men. The results in Table 13 show that the satiation level is the highest for YouTube and the lowest for Rule the Sky among the top-ten apps. A game app (Rule the Sky) shows the lowest satiation, and this finding is consistent with our results based on the app category-level data. We find that there is a substantial user heterogeneity in terms of satiation levels. For example, women show significantly lower satiation levels for most of the top-ten apps than men, but exhibit a significantly higher satiation level for T map. 38 Table 12. Estimates for Baseline Utility Parameters: App-Level Analysis Constant (β̅) Demographic Variables (Π𝛽 ) Age 30's Age 40's & over Female Income Midclass Income Upperclass Education HighSchool Graduates -14.19 -0.27 -0.57 0.41 -0.08 -0.30 Kakao Talk -0.01 (Communication) (0.48) (0.05) (0.05) (0.03) (0.04) (0.04) (0.07) -16.58 0.19 -0.25 0.41 -0.43 Naver -0.08 -0.08 (Portal Search) (0.48) (0.06) (0.07) (0.05) (0.05) (0.06) (0.08) -21.13 -1.70 -2.42 -0.49 -0.58 2.72 Rule The Sky 0.06 (Game) (0.50) (0.12) (0.16) (0.10) (0.11) (0.13) (0.19) -16.19 -1.55 -1.37 -0.20 0.17 0.34 -1.09 Facebook (Social) (0.48) (0.70) (0.08) (0.05) (0.06) (0.06) (0.09) -18.94 -1.62 -2.32 Tiny Farm 0.06 0.14 -0.08 0.19 (Game) (0.48) (0.11) (0.15) (0.08) (0.09) (0.11) (0.14) -17.87 -0.62 -1.02 0.27 0.25 -0.23 Mellon -0.06 (Music and Radio) (0.48) (0.07) (0.08) (0.05) (0.06) (0.07) (0.10) -19.09 0.74 0.50 -0.84 -0.68 -0.38 Daum -0.05 (Portal Search) (0.48) (0.09) (0.11) (0.07) (0.09) (0.10) (0.13) -17.23 0.12 0.15 -0.13 -0.23 -0.21 YouTube 0.03 (Video) (0.47) (0.05) (0.06) (0.04) (0.04) (0.05) (0.07) -18.17 -0.15 -0.59 0.10 -0.15 0.38 Mypeople -0.06 (Communication) (0.48) (0.06) (0.07) (0.05) (0.05) (0.06) (0.09) -18.78 0.26 -0.40 0.35 T map 0.11 0.07 -0.06 (Map & Navigation) (0.48) (0.07) (0.08) (0.05) (0.06) (0.07) (0.11) -13.65 0.13 0.09 Others 0.11 -0.06 -0.01 -0.13 (0.48) (0.06) (0.06) (0.04) (0.05) (0.05) (0.08) Note: Standard errors in parentheses. Bold: significant at the .05 level. The estimated value of 0 Education University Graduates -0.32 (0.06) -0.37 (0.06) 1.88 (0.17) -0.91 (0.07) -0.12 (0.10) -0.44 (0.07) -0.12 (0.10) -0.23 (0.06) 0.35 (0.07) 0.51 (0.10) -0.27 (0.06) is -4.26 (standard error: 0.06). 39 Table 13. Estimates for Satiation Parameters: App-Level Analysis Constant (λ̅ ) Demographic Variables (Π𝜆 ) Age 30's Age 40's & over Female Income Midclass 2.07 0.33 0.53 -0.38 0.06 (0.02) (0.02) (0.02) (0.02) (0.02) 3.04 0.16 -0.21 -0.17 -0.02 (0.03) (0.03) (0.03) (0.02) (0.03) 1.19 -0.97 -1.05 -0.29 0.06 (0.13) (0.12) (0.16) (0.11) (0.10) 2.77 0.35 0.34 -0.28 0.17 (0.04) (0.04) (0.05) (0.03) (0.03) 1.42 -0.73 -0.86 0.07 -0.16 (0.09) (0.12) (0.17) (0.08) (0.10) 2.40 0.84 1.18 -0.22 -0.01 (0.07) (0.08) (0.09) (0.06) (0.07) 2.96 -0.20 0.17 -0.29 -0.10 (0.07) (0.07) (0.08) (0.05) (0.06) 4.14 -0.41 -0.14 -0.22 -0.08 (0.05) (0.05) (0.06) (0.03) (0.04) 3.72 0.42 0.49 -0.18 0.27 (0.08) (0.06) (0.07) (0.05) (0.06) 3.43 -0.82 -1.24 0.37 0.33 (0.09) (0.07) (0.08) (0.05) (0.06) 1.48 0.11 0.21 0.04 -0.03 (0.02) (0.02) (0.02) (0.02) (0.02) Note: Standard errors in parentheses. Bold: significant at the .05 level. Kakao Talk (Communication) Naver (Portal Search) Rule The Sky (Game) Facebook (Social) Tiny Farm (Game) Mellon (Music and Radio) Daum (Portal Search) YouTube (Video) Mypeople (Communication) T map (Map & Navigation) Others Income Upperclass 0.00 (0.02) 0.03 (0.03) 0.15 (0.11) 0.08 (0.04) -0.26 (0.12) -0.15 (0.07) -0.04 (0.06) 0.02 (0.04) 0.72 (0.06) 0.36 (0.07) 0.11 (0.02) Education HighSchool Graduates 0.46 (0.03) 0.16 (0.04) 0.67 (0.16) 0.41 (0.06) -0.14 (0.14) 0.61 (0.11) 0.28 (0.10) 0.37 (0.07) -0.51 (0.09) 0.67 (0.12) 0.00 (0.03) Education University Graduates 0.47 (0.02) 0.13 (0.03) 0.27 (0.15) 0.62 (0.04) 0.11 (0.10) 0.41 (0.07) 0.24 (0.08) 0.19 (0.06) -0.63 (0.07) 0.25 (0.09) 0.02 (0.02) Using the estimation results for common factors ( and ) and specific factors ( and ), we decompose the overall variations in the baseline utilities and the satiations for the top- ten apps into variations attributed to the demographic variables, common factors, and specific factors. On average, 39% of the variations in the baseline utility can be explained by demographic variables and 35% by common factors. Specific factors account for the remaining 40 26%.10 Compared to the variance decomposition results from the category level analysis, the explanatory power of the demographic variable is weaker. This indicates that the demographic variables are a more powerful predictor of the overall variation in the category-level preference than in the individual app-level preference. For the satiation parameters, 40% of the variation is explained by common factors. Specific factors and demographic variables explain 32% and 28% of the variation in satiation parameters, respectively. Kakao Talk (Communication) Naver (Portal Search) Rule The Sky (Game) Facebook (Social) Tiny Farm (Game) Mellon (Music and Radio) Daum (Portal Search) YouTube (Video) Mypeople (Communication) T map (Map and Navigation) Others Others T map (Map and Navigation) Mypeople (Communication) YouTube (Video) Daum (Portal Search) Mellon (Music and Radio) Tiny Farm (Game) Facebook (Social) Rule The Sky (Game) Naver (Portal Search) Kakao Talk (Communication) Table 14. Correlation Matrix for Baseline Utility Parameters: App-Level Analysis 1.00 0.04 1.00 0.01 0.06 1.00 -0.07 0.16 0.12 1.00 -0.16 0.47 0.22 0.17 1.00 0.05 0.34 0.07 0.16 0.26 1.00 0.12 0.57 0.17 0.19 0.46 0.50 1.00 -0.05 -0.02 0.60 0.10 0.21 -0.04 0.03 1.00 0.11 0.47 0.50 0.17 0.48 0.20 0.41 0.47 1.00 -0.12 0.48 0.01 0.32 0.25 0.36 0.44 -0.04 0.36 1.00 -0.12 -0.66 0.07 -0.11 -0.59 -0.34 -0.64 0.15 -0.48 -0.30 1.00 10 Variance decomposition results for the app-level analysis are omitted due to brevity. The results are available upon request. 41 Table 14 shows the correlation matrix for the baseline utility for the top ten apps. We find that people who use the Naver app also frequently use its competing portal search Daum's app. In contrast, people who use T map less frequently use the other popular apps including Kakao Talk, Mellon, Facebook, Youtube and Mypeople. Table 15 shows the correlation in the satiation levels. People who spend a great deal of time on Facebook also spend a lot of time on Kakao Talk, which is similar to our empirical findings based on the category-level analysis. Moreover, we find that mobile users who spend a great deal of time on Naver also spend a significant amount of time on Daum. Kakao Talk (Communication) Naver (Portal Search) Rule The Sky (Game) Facebook (Social) Tiny Farm (Game) Mellon (Music and Radio) Daum (Portal Search) YouTube (Video) Mypeople (Communication) T map (Map and Navigation) Others Others T map (Map and Navigation) Mypeople (Communication) YouTube (Video) Daum (Portal Search) Mellon (Music and Radio) Tiny Farm (Game) Facebook (Social) Rule The Sky (Game) Naver (Portal Search) Kakao Talk (Communication) Table 15. Correlation Matrix for Satiation Parameters: App-Level Analysis 1.00 0.65 1.00 -0.32 -0.26 1.00 0.66 0.56 -0.16 1.00 -0.20 0.13 0.51 -0.14 1.00 0.40 0.23 -0.12 0.51 -0.31 1.00 0.61 0.86 -0.34 0.41 0.19 0.08 1.00 0.22 0.32 0.05 0.18 0.13 0.06 0.34 1.00 -0.09 0.06 -0.37 -0.38 -0.13 -0.35 0.29 0.01 1.00 -0.31 -0.21 0.45 -0.22 0.41 -0.21 -0.20 -0.03 -0.10 1.00 0.48 0.53 -0.18 0.53 -0.03 0.31 0.44 0.18 -0.18 -0.14 1.00 42 APPLICATIONS OF PROPOSED APPROACHES In this section, we illustrate the usefulness as well as the applications of our proposed model and findings in several areas, including mobile user targeting and mobile content portfolio/media planning strategies. Mobile User Targeting: App Time-Use Prediction Making inferences about app use time decisions across multiple app categories using a simple method is a challenge because the omitted variable problem may result in biased and inconsistent estimates. The proposed approach circumvents this issue by jointly modeling app use time decision and app choices within a single utility-theory based framework. Previous research has frequently used demographics or preference estimates based on individual-level panel data for new customer prediction (e.g. Rossi et al. 1996). In addition, researchers and practitioners have developed regression-based scoring models to predict customers’ future behaviors (e.g. Bolton 1998; Malthouse and Blattberg 2005). The purpose of these approaches is to use the measurements of customers’ prior behavior as predictors of their future behavior. Similarly, in direct marketing literature, it is a common practice to summarize customers’ prior behavior in terms of their recency (time of most recent purchase), frequency (number of prior purchases), and monetary value (average purchase amount per transaction) (RFM method; Fader et al. 2005). However, when it comes to the case of new customer prediction, all these established methods can be difficult to apply due to the lack of prior transactions or behaviors. In this case, an average consumer’s category usage pattern can be used 43 for multiple categories. We can obtain this information from the estimated correlation matrix of the proposed model. To add a specific context to our application, we aimed to identify a segment with extensive social network app use. We divided our 8 week sample data into an estimation period (first four weeks) and a holdout prediction period (last four weeks). We found that 144 mobile users (out of 1,425 total samples) did not use social network apps during the estimation period but did use them during the prediction period. We focused on these 144 mobile users (focal group) in our app time-use prediction. We first estimated the proposed model using the estimation period data and obtained a correlation matrix of satiation parameters. Table 16 reports the correlation matrix for satiation parameters. The satiation pattern presented in Table 16 is similar to the pattern based on the full 8 week data (see Table 10).11 The satiation level of social network apps is positively correlated with those of photo and communication apps in particular. This indicates that heavy photo and communication app users are also characterized as heavy social network app users. Accordingly, we used the average photo and communication app use time during the estimation period to infer the potential targets of extensive social network app use during the prediction period. It should be noted that we cannot apply past usage behavior-based targeting approaches (i.e. RFM method) to the focal group because they never used social network apps during the estimation period. Our strategy was to use simultaneously the photo and the communication app usage histories instead. 11 The main findings from the estimation results using the first 4 weeks are the same as those from the full data. The results are available on request from the authors. 44 Table 16. Correlation Matrix for Satiation Parameters in the App Time Use Prediction Game Map/Navigation Entertainment Lifestyle Personal Finance Music /Radio Photo Portal Schedule/Memo Social Network Utility Video Web Communication Game Map/Navigation Entertainment Lifestyle Personal Finance Music/Radio Photo Portal Schedule/Memo Social Network Utility Video Web Communication Application 1.00 0.13 0.21 0.51 0.33 0.18 0.22 0.93 0.23 0.41 0.73 0.37 0.05 0.16 1.00 0.12 0.09 0.12 0.04 0.09 0.10 0.09 0.14 0.08 0.13 0.12 0.09 1.00 0.20 0.42 0.28 0.16 0.18 0.24 0.58 0.15 0.39 0.32 0.17 1.00 0.23 0.11 0.16 0.44 0.15 0.28 0.36 0.27 0.10 0.12 1.00 0.20 0.18 0.32 0.23 0.47 0.26 0.36 0.27 0.16 1.00 0.03 0.20 0.12 0.37 0.14 0.19 0.08 0.07 1.00 0.15 0.13 0.17 0.15 0.19 0.21 0.13 1.00 0.19 0.39 0.75 0.31 -0.02 0.11 1.00 0.29 0.16 0.22 0.18 0.12 1.00 0.30 0.44 0.31 0.20 1.00 0.26 0.01 0.09 1.00 0.26 0.17 1.00 0.19 1.00 Table 17 shows the performance of the proposed targeting strategy. We divided the focal group by the average communication app use time in the estimation period. The average social network app use time of the top 50% is 0.253 and the bottom 50% is 0.098 during the prediction period. The average use time for all focal groups is 0.176 and this is what we can expect when we use a random targeting strategy. When we select 72 users (50%) from the focal group based on their communication app use time during the estimation period, the average social network app use time during the prediction period is longer by 44% than that of a randomly selected group. Similarly, when we select 72 users from the focal group based on their photo app use time during the estimation period, the gain is 37% in comparison with a random targeting strategy. The last three columns of Table 17 show the performance of similar targeting applications based on other strong positive correlations (greater than 0.5 in Table 10). All of these 45 applications show substantial gains in comparison with the random targeting strategy, which confirms the validity of the proposed targeting strategy. In particular, a strong positive correlation between entertainment and communication apps (0.51) does not show up on the correlation matrices based on app use time or app choice incidence variables (reported in Tables 3 and 4). This implies that there is a distinctive advantage of the proposed method over the simple model-free approaches. Table 17. Result of Heavy User Targeting Application Target Category Social Network Social Network Entertainment Photo Schedule/Memo Sorting Variable Communication Photo Communication Communication Map/Navigation 0.253 0.098 0.176 44% 144 0.240 0.111 0.176 37% 144 0.049 0.028 0.038 27% 87 0.037 0.025 0.032 17% 37 0.051 0.028 0.040 28% 126 Use Time Top 50% Bottom 50% Average Gain Sample Size Mobile Content Portfolio and Mobile Media Planning Strategies We further illustrate the strategic value of our proposed method for two application areas – developing optimal mobile content portfolios and offering optimal mobile media planning. Companies can build and maintain an optimal mobile content portfolio by making and/or buying mobile websites and apps. The results of the correlations for the app choices exhibited in Table 9 provide useful and actionable guidelines and insights for this fundamental issue. App categories with strong negative correlations in the baseline utility are likely to substitute for one another. That is, when one category of apps is used, the other category of apps is used less (if not unused). Hence, a company should acquire (build) apps that substitute for its focal app in terms of choice to increase the customer base. Strong negative correlations in choice are required for 46 such acquisition (integration) to be valuable. For example, due to the strong negative correlation in choice between portal apps and the mobile web (i.e., -0.84), a company offering a mobile portal app can increase its customer base by acquiring (building internally) a mobile-optimized website, and vice versa. This strategy is effective because the two categories are likely to serve distinct market segments. Furthermore, the results of the correlation in app time use reported in Table 10 demonstrate that some categories of apps are used more extensively when they are used together rather than separately. Therefore, a company should acquire (build) apps that complement its focal app in terms of time use to maximize the consumption of the combined apps. For example, due to strong positive correlations in consumption among photo, communication, and social network apps, a company can maximize the customers’ time spent on its portfolio of apps by acquiring or combining these app categories together. Facebook’s recent acquisition of WhatsApp and Instagram is a good manifestation of this case. The results in this study also provide strategic insights for mobile media advertisers. Advertisers optimally select media vehicles and determine the size of the target audience and the number of advertisement impressions. To develop a method for optimal media selection, a necessary starting point is a model of mobile advertising exposure, which is determined by the mobile app use time. The proposed model provides an empirical tool to model the usage time of multiple apps by allowing flexible correlations. Depending on the objectives, advertisers aim to maximize the proportion of the target audience exposed at least once to the advertising message (i.e., reach), maximize the number of repeat exposures to the same user among those reached (i.e., frequency), or both (Rust 1986). According to the results of the correlation in app choice in Table 9, to maximize the reach of in-app and mobile web advertisements, an advertiser should use the combination of mobile portal apps and mobile websites as its mobile media vehicles due 47 to the strong negative correlation. Furthermore, according to the results of the correlation for app time use in Table 10, to maximize the number of incidences of repeat impressions for a user, an advertiser should include photo, communication, and social network apps together in their optimal mobile media vehicles. CONCLUSIONS The drastic growth of mobile platforms and devices has resulted in an app-centric marketplace, ushering in the app-based mobile economy that provides new opportunities and challenges for entrepreneurs, managers, and marketers across all online business segments. Although online consumers are increasingly migrating from web browsers to mobile apps for their commercial transactions and social interactions, little was known about how these users behave and make decisions with respect to their choices, consumptions, and management of mobile apps in diverse categories. The absence of sound mobile app analytics based on a thorough methodological approach has impeded our understanding of consumers’ behavioral responses to the choice and usage of mobile apps. This study developed a novel framework for mobile app analytics using the theoretical notions of utility and satiation along with the structured method of factor analytic approach. Our work contributes to an emerging stream of literature on the economics of the mobile internet and mobile marketing by being the first study to quantify the baseline utility and the satiation levels of diverse mobile app categories. Using large-scale, individual-level panel data on mobile app and web time-use histories, we constructed a unique multiple discrete/continuous model of app selection and time-use decisions to gain a better understanding on the usage interdependence and dynamics among diverse categories of the mobile web and apps. The frameworks, mechanisms, 48 and processes discussed in this study offer high flexibility and efficiency in estimating parameters, particularly when the number of alternatives is exceedingly large, a phenomenon that is increasingly prevalent in big data analytics. Consequently, our analytical paradigm and comprehensive computational procedures can supply enlightening ideas for the advancement of big data analytics in general and mobile app analytics in particular. Data availability issues suggest that some caution is warranted in the estimation of the proposed model. For example, some consumers may make their app selection and consumption decisions and utility maximization as frequently as they wish, i.e., on a daily basis or even an hourly basis. We had only weekly usage data available for the analysis and therefore could not fully address the issue. Future research may consider applying our proposed model to the highfrequency data on individual user-level app usage patterns. Moreover, we did not observe consumers' app purchase behaviors. Future works should be directed towards an integrated model of the demand for app purchase and consumption, provided that they have individual userlevel data on both app purchase and usage. Furthermore, we postulated that the utility function is additively separable for the sake of tractability and thus the model cannot explicitly partial out complementarity or substitution from other factors (Bhat 2008). Recently, Lee et al. (2013) develop a direct utility model which circumvents this problem, but still the model is restricted to accommodate a relatively small number of alternatives. Future research may consider tackling this limitation of MDCEV models. Notwithstanding these limitations, to the extent that mobile users increasingly access mobile web and various kinds of apps, our utility theory-based structural model of app selection and consumption may have profound implications for the future direction of mobile analytics. 49 Online businesses that depend heavily on apps for their growth are confronted with a new strategic and operational challenge that increases with the volume and complexity of users’ app consumption. The findings reported in this study may help managers alleviate such challenges through an enhanced understanding of app selections and usage behaviors. In addition, our study offers managers direct managerial implications regarding how they should allocate their advertising resources across diverse app categories, which often complement or compete with each other. Our empirical results suggest that both positive and negative correlations exist in the baseline utility and the satiation levels of mobile web and app categories. We also found that users’ demographic variables and unobservable factors play important roles in explaining app selection and time-use decisions. These results offer insights related to mobile user segmentation, targeting, and optimal media planning in the mobile app marketplace, empowering firms to identify valuable consumers based on their diverse needs, varying demographic characteristics, and idiosyncratic behavioral patterns. As we move more deeply into the mobile economy, the adoption and use of effective mobile app analytics will become a key basis for competition in the mobile-based markets. The number and complexity of mobile apps will rise above and beyond our prediction and the radical growth of apps will continue to exercise the mind and intellect of practitioners. 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