"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games
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Abstract
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DOI: 10.1016/j.ijinfomgt.2019.102040
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Cited by:
- Hollebeek, Linda D. & Abbasi, Amir Zaib & Schultz, Carsten D. & Ting, Ding Hooi & Sigurdsson, Valdimar, 2022. "Hedonic consumption experience in videogaming: A multidimensional perspective," Journal of Retailing and Consumer Services, Elsevier, vol. 65(C).
- Enache, Andreea & Friberg, Richard & Wiklander, Magnus, 2023. "Demand for in-app purchases in mobile apps—A difference-in-difference approach," International Journal of Industrial Organization, Elsevier, vol. 88(C).
- Nadjim Mkedder & Fatma Zeynep Özata, 2024. "I will buy virtual goods if I like them: a hybrid PLS-SEM-artificial neural network (ANN) analytical approach," Journal of Marketing Analytics, Palgrave Macmillan, vol. 12(1), pages 42-70, March.
- Hussain, Ali & Abid, Muhammad Farrukh & Shamim, Amjad & Ting, Ding Hooi & Toha, Md Abu, 2023. "Videogames-as-a-service: How does in-game value co-creation enhance premium gaming co-creation experience for players?," Journal of Retailing and Consumer Services, Elsevier, vol. 70(C).
- Philipp Brüggemann & Nina Lehmann-Zschunke, 2023. "How to reduce termination on freemium platforms—literature review and empirical analysis," Journal of Marketing Analytics, Palgrave Macmillan, vol. 11(4), pages 707-721, December.
- Biraglia, Alessandro & Bowen, Karen T. & Gerrath, Maximilian H.E.E. & Musarra, Giuseppe, 2022. "How need for closure and deal proneness shape consumers’ freemium versus premium price choices," Journal of Business Research, Elsevier, vol. 143(C), pages 157-170.
- Mattinen, Topias & Macey, Joseph & Hamari, Juho, 2023. "A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena," OSF Preprints s9xqt, Center for Open Science.
- Qian, Tyreal Yizhou & Matz, Robbie & Luo, Lei & Xu, Chenglong, 2022. "Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports," Journal of Business Research, Elsevier, vol. 145(C), pages 482-494.
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Keywords
Business model; Freemium; PERVAL; Video games; Virtual goods;All these keywords.
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