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Customer preferences in mobile game pricing: a service design based case study

Author

Listed:
  • J. Tuomas Harviainen

    (Hanken School of Economics)

  • Jukka Ojasalo

    (Laurea University of Applied Sciences)

  • Somasundaram Nanda Kumar

    (Rovio Entertainment Ltd.)

Abstract

This article examines the service design of freemium game pricing. Freemium games are a type of game that is partially free to play, but its players are able to access various options by playing real money. The article increases knowledge of the usability of service design processes in the pricing of mobile games, as well as the understanding of central aspects of freemium pricing models from the perspective of user experience and customer value. Existing research shows that one major reason for failing freemium pricing models is the orientation for technology development, alongside poor content and too aggressive monetization, rather than customer experience. The article presents a process in which an alternative pricing model was developed for freemium games, through the use of service design workshops.

Suggested Citation

  • J. Tuomas Harviainen & Jukka Ojasalo & Somasundaram Nanda Kumar, 2018. "Customer preferences in mobile game pricing: a service design based case study," Electronic Markets, Springer;IIM University of St. Gallen, vol. 28(2), pages 191-203, May.
  • Handle: RePEc:spr:elmark:v:28:y:2018:i:2:d:10.1007_s12525-018-0285-6
    DOI: 10.1007/s12525-018-0285-6
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    References listed on IDEAS

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    1. Lehdonvirta, Vili & Castronova, Edward, 2014. "Virtual Economies: Design and Analysis," MIT Press Books, The MIT Press, edition 1, volume 1, number 0262027259, December.
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    Cited by:

    1. Miikka J. Lehtonen & J. Tuomas Harviainen & Annakaisa Kultima, 2023. "How monetization mechanisms in mobile games influence consumers’ identity extensions," Service Business, Springer;Pan-Pacific Business Association, vol. 17(1), pages 113-136, March.
    2. Hong Wu & Zhaohua Deng & Bin Wang & Sumeet Gupta, 2021. "How does service price influence patients’ decisions? An examination of the free-market pricing mechanism in online health communities," Electronic Markets, Springer;IIM University of St. Gallen, vol. 31(4), pages 877-893, December.
    3. Sven Heidenreich & Franziska Handrich & Tobias Kraemer, 2023. "Flawless victory! Investigating search and experience qualities as antecedent predictors of video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 33(1), pages 1-20, December.
    4. Abdullah Mohammed Baabdullah, 2020. "Factors Influencing Adoption of Mobile Social Network Games (M-SNGs): The Role of Awareness," Information Systems Frontiers, Springer, vol. 22(2), pages 411-427, April.
    5. Franziska Handrich & Sven Heidenreich & Tobias Kraemer, 2022. "Innovate or game over? Examining effects of product innovativeness on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 987-1002, June.
    6. Martin Adam & Konstantin Roethke & Alexander Benlian, 2022. "Gamblified digital product offerings: an experimental study of loot box menu designs," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 971-986, June.
    7. Rainer Alt, 2018. "Electronic Markets and current general research," Electronic Markets, Springer;IIM University of St. Gallen, vol. 28(2), pages 123-128, May.

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