Game of chance elements in free-to-play mobile games. A freemium business model monetization tool in need of self-regulation?
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- 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.
- 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).
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More about this item
Keywords
Free-to-play; freemium; mobile games; behavior; regulation; Gambling; virtual goods; Japan; Europe;All these keywords.
NEP fields
This paper has been announced in the following NEP Reports:- NEP-PAY-2017-10-29 (Payment Systems and Financial Technology)
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