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Consumer Behaviour in Online Contexts 7,5 Credits

Course Contents

Consumers as users are critically important to the success of digital products such as websites, applications (apps) and video games. This course seeks to provide the student with the necessary understanding of how consumers behave in online contexts and their interaction with digital products. The focus in this course includes the models, theories, and principles that can be used to understand the reactions of consumers to digital products to improve the user experience.

The course includes the following elements:
- The nature and importance of consumers in the success of digital products
- Business and final consumers and their use of digital products
- Individual and group determinants of consumer behavior in an online context
- Gamers as consumers of digital products
- The online customer journey, decision-making, and transaction abandonment
- The relevant consumer behavior models, theories, and concepts that explain the success of digital products including models such as Acceptance Models (e.g., UTAT2, TAM) and Technology Readiness Index (TRI)

Prerequisites

Passed courses at least 90 credits within the major subject in Informatics, Computer Science, Computer Engineering or equivalent, and completed course Digital Product Development, 7,5 credits, or equivalent. Proof of English proficiency is required.

Level of Education: Master
Course code/Ladok code: TKTS22
The course is conducted at: School of Engineering

Upcoming course occasions

Type of course
Program
Study type
Campus
Semester
Spring 2023: Jan 16 - Mar 26
Rate of Study
100%
Language
English
Location
Jönköping
Time
Day
Course coordinator
Adele Berndt
Examiner
Adele Berndt
Tuition fees do NOT apply for EU/EEA citizens or exchange students
18750kr
Syllabus
HTML  PDF
Application code
HJ-T3015
Last modified 2022-04-27 11:57:18