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The super engagers of freemium gamified services: using multimethod approach to examine why highly interactive consumers become paying consumers

Keshav Gupta (Fox School of Business, Temple University, Philadelphia, Pennsylvania, USA)
Yiran Su (Department of Kinesiology, University of Georgia, Athens, Georgia, USA)
Thilo Kunkel (School of Sport, Tourism and Hospitality Management, Temple University, Philadelphia, Pennsylvania, USA)
Daniel Funk (School of Sport, Tourism and Hospitality Management, Temple University, Philadelphia, Pennsylvania, USA)

Internet Research

ISSN: 1066-2243

Article publication date: 12 May 2022

Issue publication date: 2 November 2022

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Abstract

Purpose

Online services are increasingly utilizing gamification techniques to encourage consumer loyalty and engagement. However, the majority of the gamified services fail to be financially sustainable. Existing freemium and gamified services literature provides scant knowledge on behavioral predictors of in-app purchases in freemium gamified services. The research examines highly interactive consumers' in-app behaviors using competition-based motivational affordances, daily usage behavior and social competition motivation that convert them into super engagers.

Design/methodology/approach

The authors applied a multimethod approach by using Multivariate Logistic Regression (n = 685) to analyze in-app behavioral data and Qualitative Comparative Analysis (n = 94) to examine survey and in-app behavioral data of highly interactive consumers of a freemium gamified service to explain paying behaviors.

Findings

Results reveal highly interactive consumers that elicit heavy daily usage of the application or excel at in-app challenges are less likely to convert to super engagers. Among super engagers, some are socially competitive, and their inability to advance in the leaderboard corresponds to in-app purchases, while non-socially competitive consumers make purchases to collect extrinsic rewards. Additionally, highly interactive consumers who possess more knowledge about the gamified service become super engagers to increase their chances to be socially competitive.

Originality/value

This research examines in-app behaviors of highly interactive consumers of a freemium gamified service that lead to in-app purchases following varying levels of daily usage behavior and social competition motivation. The authors contribute to the previous literature by defining and examining a new consumer segment – super engagers – that is financially beneficial for freemium services because of their in-app purchases. The authors provide insight on in-app behaviors that convert highly interactive consumers to super engagers and demonstrate that the reason for highly interactive consumers to make in-app purchases is a function of acquiring specific internal and external rewards based on their level of social competition.

Keywords

Acknowledgements

This paper forms part of a special section “Advancing Mobile Payment Research in the Age of Digital Acceleration”, guest edited by Garry Wei-Han Tan, Keng-Boon Ooi, Yogesh Dwivedi and June Wei.

The authors are grateful for the support from the Sport Industry Research Center at Temple University.

Citation

Gupta, K., Su, Y., Kunkel, T. and Funk, D. (2022), "The super engagers of freemium gamified services: using multimethod approach to examine why highly interactive consumers become paying consumers", Internet Research, Vol. 32 No. 6, pp. 1891-1909. https://doi.org/10.1108/INTR-07-2021-0434

Publisher

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Emerald Publishing Limited

Copyright © 2022, Emerald Publishing Limited

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