Customer preferences in mobile game pricing: a service design based case study
Author
Abstract
Suggested Citation
DOI: 10.1007/s12525-018-0285-6
Download full text from publisher
As the access to this document is restricted, you may want to search for a different version of it.
References listed on IDEAS
- Lehdonvirta, Vili & Castronova, Edward, 2014. "Virtual Economies: Design and Analysis," MIT Press Books, The MIT Press, edition 1, volume 1, number 0262027259, December.
- Alexander Osterwalder & Yves Pigneur, 2002. "An e-Business Model Ontology for Modeling e-Business," Industrial Organization 0202004, University Library of Munich, Germany.
- Koeder, Marco Josef & Tanaka, Ema, 2017. "Game of chance elements in free-to-play mobile games. A freemium business model monetization tool in need of self-regulation?," 28th European Regional ITS Conference, Passau 2017 169473, International Telecommunications Society (ITS).
- Voigt, Sebastian & Hinz, Oliver, 2016. "Making Digital Freemium Business Models a Success - Predicting Customers' Lifetime Value via Initial Purchase Information," Publications of Darmstadt Technical University, Institute for Business Studies (BWL) 84850, Darmstadt Technical University, Department of Business Administration, Economics and Law, Institute for Business Studies (BWL).
- Feijoo, Claudio & Gómez-Barroso, José-Luis & Aguado, Juan-Miguel & Ramos, Sergio, 2012. "Mobile gaming: Industry challenges and policy implications," Telecommunications Policy, Elsevier, vol. 36(3), pages 212-221.
- Koeder, Marco & Tanaka, Ema & Sugai, Philip, 2017. "Mobile Game Price Discrimination effect on users of Freemium services– An initial outline of Game of Chance elements in Japanese F2P mobile games," 14th ITS Asia-Pacific Regional Conference, Kyoto 2017: Mapping ICT into Transformation for the Next Information Society 168503, International Telecommunications Society (ITS).
Citations
Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
Cited by:
- 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.
- 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.
- 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.
- 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.
- Rainer Alt, 2018. "Electronic Markets and current general research," Electronic Markets, Springer;IIM University of St. Gallen, vol. 28(2), pages 123-128, May.
- 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.
- 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.
Most related items
These are the items that most often cite the same works as this one and are cited by the same works as this one.- Koeder, Marco Josef & Tanaka, Ema, 2017. "Game of chance elements in free-to-play mobile games. A freemium business model monetization tool in need of self-regulation?," 28th European Regional ITS Conference, Passau 2017 169473, International Telecommunications Society (ITS).
- Naixin Zhu, 2023. "Dissertation on Applied Microeconomics of Freemium Pricing Strategies in Mobile App Market," Papers 2305.09479, arXiv.org.
- Arenal, Alberto & Armuña, Cristina & Feijoo, Claudio & Ramos, Sergio & Xu, Zimu & Moreno, Ana, 2020. "Innovation ecosystems theory revisited: The case of artificial intelligence in China," Telecommunications Policy, Elsevier, vol. 44(6).
- von Meduna, Marc & Steinmetz, Fred & Ante, Lennart & Reynolds, Jennifer & Fiedler, Ingo, 2020. "Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey," Technology in Society, Elsevier, vol. 63(C).
- Mahmoud Abdel Hamid Saleh, 2016. "Social Networks and Customer Relationship Development at the Saudi Telecommunication Service Providers," International Journal of Marketing Studies, Canadian Center of Science and Education, vol. 8(4), pages 77-86, August.
- Colciago, Andrea & Etro, Federico, 2013. "Cloud computing, structural change and job creation in SMEs," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37064.
- Xuerong Li & Han Qiao & Shouyang Wang, 2017. "Exploring evolution and emerging trends in business model study: a co-citation analysis," Scientometrics, Springer;Akadémiai Kiadó, vol. 111(2), pages 869-887, May.
- Reinhardt, Ronny & Gurtner, Sebastian, 2018. "The overlooked role of embeddedness in disruptive innovation theory," Technological Forecasting and Social Change, Elsevier, vol. 132(C), pages 268-283.
- Gerrit Versteeg & Harry Bouwman, 2006. "Business architecture: A new paradigm to relate business strategy to ICT," Information Systems Frontiers, Springer, vol. 8(2), pages 91-102, February.
- Bustillo, René, 2013. "Net neutrality: debate and policies," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37067.
- Mechelli, Alessandro & Cimini, Riccardo & Mazzocchetti, Francesca, 2017. "The usefulness of the business model disclosure for investors’ judgements in financial entities. A European study," Revista de Contabilidad - Spanish Accounting Review, Elsevier, vol. 20(1), pages 1-12.
- Marikka Heikkilä & Harry Bouwman & Jukka Heikkilä & Sam Solaimani & Wil Janssen, 2016. "Business model metrics: an open repository," Information Systems and e-Business Management, Springer, vol. 14(2), pages 337-366, May.
- Tommaso Pucci & Christian Simoni & Lorenzo Zanni, 2013. "Modelli di business e strategie di marketing nelle medie imprese. La gestione della crisi tra continuit? e cambiamento," MERCATI & COMPETITIVIT?, FrancoAngeli Editore, vol. 2013(3), pages 25-45.
- Hamari, Juho & Hanner, Nicolai & Koivisto, Jonna, 2017. "Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games," International Journal of Information Management, Elsevier, vol. 37(1), pages 1449-1459.
- Falko Lucht, 2019. "The Success of the Freemium Business Model. How Riot Games flourishes with a free to play game," Manager Journal, Faculty of Business and Administration, University of Bucharest, vol. 29(1), pages 114-124, December.
- Cabras, Ignazio & Goumagias, Nikolaos D. & Fernandes, Kiran & Cowling, Peter & Li, Feng & Kudenko, Daniel & Devlin, Sam & Nucciarelli, Alberto, 2017. "Exploring survival rates of companies in the UK video-games industry: An empirical study," Technological Forecasting and Social Change, Elsevier, vol. 117(C), pages 305-314.
- Katz, Raúl L., 2013. "Broadband, digitization and development," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37062.
- Saeed Nosratabadi & Gergo Pinter & Amir Mosavi & Sandor Semperger, 2020. "Sustainable Banking; Evaluation of the European Business Models," Sustainability, MDPI, vol. 12(6), pages 1-19, March.
- Daniel Veit & Eric Clemons & Alexander Benlian & Peter Buxmann & Thomas Hess & Dennis Kundisch & Jan Leimeister & Peter Loos & Martin Spann, 2014. "Business Models," Business & Information Systems Engineering: The International Journal of WIRTSCHAFTSINFORMATIK, Springer;Gesellschaft für Informatik e.V. (GI), vol. 6(1), pages 45-53, February.
- Hao Chen & Hai-Tao Chen, 2021. "The role of social network sites on the relationship between game users and developers: an evolutionary game analysis of virtual goods," Information Technology and Management, Springer, vol. 22(2), pages 67-81, June.
More about this item
Keywords
Case study; Games-as-services; Games design; Monetization; Service design;All these keywords.
Statistics
Access and download statisticsCorrections
All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:spr:elmark:v:28:y:2018:i:2:d:10.1007_s12525-018-0285-6. See general information about how to correct material in RePEc.
If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.
If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .
If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Sonal Shukla or Springer Nature Abstracting and Indexing (email available below). General contact details of provider: http://www.springer.com .
Please note that corrections may take a couple of weeks to filter through the various RePEc services.