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Article
Publication date: 12 May 2022

Keshav Gupta, Yiran Su, Thilo Kunkel and Daniel Funk

Online services are increasingly utilizing gamification techniques to encourage consumer loyalty and engagement. However, the majority of the gamified services fail to be…

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.

Article
Publication date: 7 August 2024

Charunayan Kamath and Sivakumar Alur

The widespread use of mobile apps in marketing has resulted in in-app advertising to promote products and services. Research on in-app advertising has focused on several…

Abstract

Purpose

The widespread use of mobile apps in marketing has resulted in in-app advertising to promote products and services. Research on in-app advertising has focused on several dimensions but not on the modality of ad generation. The use of artificial intelligence (AI) and memes as advertisements has paved the way for multiple ways to create them. This study aims to understand the effect of various advertisement generation modalities on an individual’s trust, attitude toward the advertisement, subjective norms, intentions and use of a particular product.

Design/methodology/approach

Using the theoretical lens of reasoned action and trust, the authors explored through an experimental study (five treatments-AI-generated ad and meme, human-created ad and meme and user-generated meme, and (n = 300) the consumer’s intention to purchase a fictitious shampoo brand based on in-app advertising. The respondents were exposed to one of the treatments without knowledge of the ad generation modality.

Findings

Trust differed significantly across all the experimental conditions. Furthermore, the authors observe that the theory of reasoned action holds for all advertising generation modalities.

Originality/value

The use of AI in advertising is increasing exponentially, and brands are using AI-generated content to engage with their audiences on various platforms. To the best of the authors’ knowledge, this is one of the first studies to attempt to understand the effects of various ad generation modalities on the trust, attitude and behavior of individuals. Furthermore, this study examines both AI and human-created memes and their effects. The authors suggest optimizing the prompt engineering to develop AI-generated images.

Details

Global Knowledge, Memory and Communication, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2514-9342

Keywords

Article
Publication date: 9 November 2021

Imam Salehudin and Frank Alpert

Worldwide In-app Purchase (IAP) revenues reached almost US$37 billion in 2017 and doubled that in 2020. Although the revenue from IAPs exceeds those from paid apps, only 5% of…

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Abstract

Purpose

Worldwide In-app Purchase (IAP) revenues reached almost US$37 billion in 2017 and doubled that in 2020. Although the revenue from IAPs exceeds those from paid apps, only 5% of total app users make any IAPs. This paper investigates why some users will not make IAPs and develop a novel concept of users' Perceived Aggressive Monetization of IAPs as an alternative framework to explain IAP behavior.

Design/methodology/approach

Given the newness of IAPs, this study uses qualitative research to understand the phenomenon and develop a model to explain the decision to spend on IAPs. In total, this study collected 4,092 unique user-generated comments from app user review sites and social media webpages where users discuss in-app purchasing.

Findings

The analysis reveals recurring themes that explain user unwillingness to make in-app purchases, such as conflicting meanings of free-to-play, perceived unfairness and aggressive monetization of IAP by app publishers, and self-control issues. Subsequent user interviews support the themes and suggest that IAP spending might be more impulsive.

Originality/value

The paper develops a new concept of perceived aggressive monetization. Additionally, it proposes a novel theoretical framework that future researchers can use to understand why some mobile game users are unwilling to pay for IAPs.

Details

Journal of Research in Interactive Marketing, vol. 16 no. 4
Type: Research Article
ISSN: 2040-7122

Keywords

Open Access
Article
Publication date: 23 November 2023

Chetana Balakrishna Maddodi and Pallavi Upadhyaya

The purpose of this study is to review and synthesize the literature on in-app advertising, identify gaps and propose future research directions.

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Abstract

Purpose

The purpose of this study is to review and synthesize the literature on in-app advertising, identify gaps and propose future research directions.

Design/methodology/approach

The authors use a systematic literature review (SLR) approach, following the PRISMA guidelines, to investigate the current state of research in in-app advertising. The study uses 44 shortlisted articles from the Scopus and Web of Science databases. Using the Theory-Context-Characteristics-Methodology (TCCM) framework, the authors analyze the gaps in theory, context, characteristics and methods.

Findings

Using thematic analysis, the authors identify five main themes in the in-app advertising literature, namely, ad platform optimization; mobile app user psychology and behavior; ad effectiveness; ad fraud; and security, privacy and other user concerns. The findings show the need for empirical research, with a strong theoretical foundation in emerging ad formats of in-app advertising, user behavior and buy-side of in-app advertising.

Originality/value

This is a maiden study to conduct a domain-based SLR in the emerging field of in-app advertising using the TCCM framework. The authors highlight the key differences between in-app advertising and mobile web advertising. The authors propose theories in the advertising field that could be used in future empirical studies of in-app advertising.

Propósito

El propósito de esta investigación es revisar y sintetizar la literatura sobre la publicidad en Apps, identificar lagunas y proponer futuras direcciones de investigación.

Diseño

Utilizamos un enfoque de revisión sistemática de la literatura, siguiendo las directrices PRISMA, para investigar el estado actual de la investigación en publicidad en aplicaciones. El estudio utiliza 44 artículos preseleccionados de las bases de datos Scopus y Web of Science (WoS). Utilizando el marco Teoría-Contexto-Características-Metodología (TCCM), analizamos las lagunas en teoría, contexto, características y métodos.

Conclusiones

Mediante un análisis temático, identificamos cinco temas principales en la literatura sobre publicidad en aplicaciones, a saber: optimización de plataformas publicitarias; psicología y comportamiento de los usuarios de aplicaciones móviles; eficacia publicitaria; fraude publicitario; seguridad, privacidad y otras preocupaciones de los usuarios. Nuestros hallazgos muestran la necesidad de investigación empírica, con una sólida base teórica en los formatos publicitarios emergentes de la publicidad en Apps, el comportamiento del usuario y el buy-side de la publicidad en Apps.

Originalidad

Se trata de un estudio pionero para realizar una revisión sistemática de la literatura basada en el dominio en el campo emergente de la publicidad en Apps utilizando el marco TCCM. Destacamos las principales diferencias entre la publicidad en aplicaciones y la publicidad en la web para móviles. Proponemos teorías en el campo de la publicidad que podrían utilizarse en futuros estudios empíricos sobre la publicidad en Apps.

目的

本研究旨在回顾和总结有关应用内广告的文献, 找出差距并提出未来的研究方向。

设计

我们采用系统性文献综述方法, 遵循 PRISMA 指南, 调查应用内广告的研究现状。研究使用了 Scopus 和 Web of Science (WoS) 数据库中的 44 篇入围文章。利用理论-背景-特征-方法(TCCM)框架, 我们分析了理论、背景、特征和方法方面的差距。

研究结果

通过主题分析, 我们确定了应用内广告文献的五大主题, 即广告平台优化; 移动应用用户心理和行为; 广告效果; 广告欺诈; 安全、隐私和其他用户关注点。我们的研究结果表明, 有必要在应用内广告的新兴广告形式、用户行为和应用内广告买方等方面开展实证研究, 并奠定坚实的理论基础。

独创性

这是一项首次使用 TCCM 框架对新兴的应用内广告领域进行基于领域的系统性文献综述的研究。我们强调了应用内广告与移动网络广告的主要区别。我们提出了广告领域的理论, 可用于未来的应用内广告实证研究。

Article
Publication date: 4 April 2022

Xin-Jean Lim, Jun-Hwa Cheah, Alastair M. Morrison, Siew Imm Ng and Siqi Wang

With the diffusion of innovation theory (DOI) and theory of planned behaviour (TPB) as the guiding theoretical perspectives, this research aims to identify the factors motivating…

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Abstract

Purpose

With the diffusion of innovation theory (DOI) and theory of planned behaviour (TPB) as the guiding theoretical perspectives, this research aims to identify the factors motivating user attitudes and in-app purchase intentions (IAPIs). The moderating impact of user inertia towards TPB constructs was also explored.

Design/methodology/approach

A total of 500 responses were received via an online survey fielded from July to October 2021. The data were then analysed using partial least square structural equation modeling (PLS-SEM).

Findings

The results indicated that attitudes towards travel app shopping were predominantly determined by perceived relative advantages, compatibility and complexity. Findings also suggested that IAPIs are positively influenced by attitudes, communicability and perceived behavioural control and are moderated by user inertia.

Originality/value

A holistic framework integrating theoretical foundations from two disciplines (information systems and psychology) was designed to explain factors motivating user intentions to purchase travel products and services from apps. This research found a missing link in previous studies by showing the indirect role of attitudes that bridges the DOI and TPB and the importance of inertia as a key boundary condition.

智能手机上的旅游应用程序购物:了解影响旅游应用程序内购买意愿的成功因素

摘要

目的

本研究以创新扩散理论 (DOI) 和计划行为理论 (TPB) 作为指导性的理论视角, 确定了激发用户态度和旅游应用程序内购买意愿的因素。还探讨了用户惯性对 TPB 结构的调节影响。

设计/方法论/方法

在 2021 年 7 月至 2021 年 10 月进行了在线调查, 共收到 500 份回复。然后使用偏最小二乘结构方程建模对数据进行分析。

结果

结果表明, 对使用旅游应用程序购物的态度主要由感受到的相对优势、兼容性和复杂性决定的。研究结果还表明, 旅游应用程序内购买意愿受到态度、可传播性和感知行为控制的积极影响, 并受到用户惯性的调节。

原创性/价值

一个整合了来自两个学科(信息系统和心理学)的理论基础的整体框架旨在解释激发用户从应用程序购买旅游产品和服务的意愿因素。这项研究通过展示态度在DOI 和 TPB之间的间接作用以及惯性作为重要的边界条件, 发现了先前研究中缺失的环节。

Compras de aplicaciones de viajes en los móviles: Comprendiendo los factores de éxito que influyen en las intenciones de compra de las aplicaciones de viaje

Resumen

Propósito

Con la teoría de la difusión de la innovación (DOI) y la teoría del comportamiento planificado (TPB) como perspectivas teóricas de análisis, esta investigación identifica los factores que motivan las actitudes de los usuarios y las intenciones de compra dentro de las aplicaciones. También se exploró el impacto moderador de la inercia del usuario hacia las construcciones TPB.

Diseño/metodología/enfoque

Se recibieron un total de 500 respuestas a través de una encuesta en línea realizada entre julio y octubre de 2021. Los datos se analizaron utilizando el modelo de ecuaciones estructurales de mínimos cuadrados parciales.

Hallazgos

Los resultados indicaron que las actitudes hacia la compra de aplicaciones de viajes estaban determinadas predominantemente por las ventajas relativas percibidas, la compatibilidad y la complejidad. Mientras, los hallazgos también sugirieron que las intenciones de compra en la aplicación están influenciadas positivamente por las actitudes, la comunicabilidad y el control del comportamiento percibido, y son moderadas por la inercia del usuario.

Originalidad/valor

Se diseñó un marco holístico que integra los fundamentos teóricos de dos disciplinas (sistemas de información y psicología) para explicar los factores que motivan las intenciones de los usuarios a la hora de comprar en las aplicaciones móviles productos y servicios turísticos. Esta investigación encontró un gap en estudios previos al mostrar el papel indirecto de las actitudes que unen a la teoría de la difusión de la innovación (DOI) y la teoría del comportamiento planificado (TPB), y la importancia de la inercia como una condición límite clave.

Article
Publication date: 7 March 2019

Sara Catalán, Eva Martínez and Elaine Wallace

This paper aims to explain the effect of flow, game repetition and brand familiarity on players’ brand attitude and purchase intention in the context of mobile advergaming.

2430

Abstract

Purpose

This paper aims to explain the effect of flow, game repetition and brand familiarity on players’ brand attitude and purchase intention in the context of mobile advergaming.

Design/methodology/approach

Data from 227 participants who played a mobile advergame were analysed. Structural equation modelling with partial least squares was used to test the research model.

Findings

The results reveal that the independent variables (i.e. game repetition and brand familiarity) significantly influence the dependent variables explored in this study (i.e. brand attitude and purchase intentions of players). Results also show that brand familiarity influences players’ flow experience, which in turn significantly affects players’ purchase intentions.

Research limitations/implications

The findings of this study are important for advertising practitioners and advergames’ developers as understanding the determinants of mobile advergaming effectiveness is crucial for designing successful advergames that persuade players the most.

Originality/value

This study contributes to the literature in two ways. First, it provides new insights into the effectiveness of mobile advergames, which is an under-researched area. Second, it offers empirical evidence of the effects of game repetition, flow and brand familiarity on mobile advergaming effectiveness.

Details

Journal of Product & Brand Management, vol. 28 no. 4
Type: Research Article
ISSN: 1061-0421

Keywords

Article
Publication date: 9 July 2021

Zheshi Bao and Yun Zhu

Food delivery apps (FDA) have been widely adopted by customers in online-to-offline (O2O) catering businesses. This study aims to explore the mechanism regarding the stickiness of…

2750

Abstract

Purpose

Food delivery apps (FDA) have been widely adopted by customers in online-to-offline (O2O) catering businesses. This study aims to explore the mechanism regarding the stickiness of FDA and indicates why customers have the intention to reuse them.

Design/methodology/approach

A research model was developed based on the e-commerce system successful model (ECSS model) and social influence theory. Using the data collected from 312 customers who have FDA usage experience via an online survey, the established model was empirically assessed by partial least squares based structural equation model.

Findings

The results show that factors including information quality, ease of use, convenience and various choices perceived by FDA users are significant antecedents of customer satisfaction and perceived value, which in turn positively influence customers' intention to reuse. Besides, informational social influence and normative social influence play important roles in directly or indirectly affecting customers' intention to reuse.

Originality/value

This study extends the e-commerce system success model and enriches the literature regarding stickiness of FDA. Besides, the understanding of social influence in FDA usage has been deepened by addressing its role in the ECSS model based on the features and contexts of such apps.

Details

British Food Journal, vol. 124 no. 1
Type: Research Article
ISSN: 0007-070X

Keywords

Article
Publication date: 2 June 2023

Yulong (David) Liu, Henry F. L. Chung, Zuopeng (Justin) Zhang and Mian Wu

This research aims to explore the dark side of mobile applications by investigating the role of apps' technicality and app security in the mechanism of user satisfaction, app…

Abstract

Purpose

This research aims to explore the dark side of mobile applications by investigating the role of apps' technicality and app security in the mechanism of user satisfaction, app intention and customers' continuance tendency to make in-app purchases.

Design/methodology/approach

Drawing on attitude-behavior-context (ABC) theory, the study proposed a conceptual framework and examined the framework using a structural equation modeling (SEM) approach based on data collected from app users from New Zealand.

Findings

The results reveal the correlation between user satisfaction and in-app purchase with a mediator of app continuance intention (ACI). In particular, the results show that app technicality (AT) has a positive correlation with user satisfaction as an antecedent. App security and hedonic value are positively correlated with user satisfaction.

Originality/value

The research has three critical research implications. First, this research advances the understanding of the dark side of mobile apps by showing how app security influences customers' in-app purchases. Secondly, this study reveals and offers empirical evidence for the mechanism between app security and user satisfaction. Finally, the study provides empirical evidence of AT as a distal antecedent for in-app purchases.

Details

Asia Pacific Journal of Marketing and Logistics, vol. 35 no. 12
Type: Research Article
ISSN: 1355-5855

Keywords

Article
Publication date: 8 April 2021

Jens Mattke, Christian Maier, Lea Reis and Tim Weitzel

Individuals only click on a very small fraction of the in-app advertisements (ads) they are exposed to. Despite this fact, organizations spend generously placing in-app ads…

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Abstract

Purpose

Individuals only click on a very small fraction of the in-app advertisements (ads) they are exposed to. Despite this fact, organizations spend generously placing in-app ads without theoretical knowledge of how the structure and the semantics of in-app ads influence individuals’ clicking behavior. This study aims to identify how the processing of structural and semantic factors leads to clicking behavior.

Design/methodology/approach

Based on the limited capacity theory, this paper proposes that the sequential processing of structural and semantic factors leads to clicking behavior. To mirror the sequential process, this paper applies a process-oriented configurational approach and performs a two-step qualitative comparative analysis (QCA) using 262 incidents of exposure to in-app ads.

Findings

The results support the proposed sequential processing and show that neither structural nor semantic factors alone lead to clicking behavior. This paper reveals four different paths of sequential processing of in-app ads that lead to clicking behavior. The results show that individuals click on non-animated in-app ads even though these are perceived as irritating or privacy-concerning. When the in-app ads are animated, individuals do only click on them when these are not irritating, privacy-concerning and personalized.

Research limitations/implications

Organizations can use these findings to improve their in-app ads and generate more clicks. This study recommends that organizations place in-app ads in a prominent location, design them similar to the design of the app and use bright colors. The advertising message needs to have new and relevant information in a credible and entertaining way. Depending on the degree of personalization, organizations should use different sizes of the in-app ad and only use animation if it is unlikely that the in-app ad caused irritation or privacy concerns.

Practical implications

Organizations can use these findings to improve their in-app ads and generate more clicks. This paper recommends that organizations place in-app ads in a prominent location, design them similar to the design of the app and with bright colors. The advertising message needs to have new and relevant information in a credible and entertaining way. Depending on the degree of personalization, organizations should use different sizes of the in-app ad and only use animation if it is unlikely that the in-app ad caused irritation or privacy concerns.

Originality/value

From the in-app ad perspective, this study is the first to theoretically develop and empirically show the sequential processing of structural and semantic factors of in-app ads. From the methodological perspective, this study applies an advanced configurational two-step QCA approach, which is capable of analyzing sequential processes and is new to marketing research.

Article
Publication date: 16 August 2019

Amanda Brooke Jennings and Madeline Messer

The purpose of this study is a formal experimental economics test of results found in a study designed and executed by a 12-year-old who was concerned about what she perceived to…

Abstract

Purpose

The purpose of this study is a formal experimental economics test of results found in a study designed and executed by a 12-year-old who was concerned about what she perceived to be bias in gaming applications (apps) that provided male avatar characters for no cost but required in-app purchases to access female characters. The present study was designed to test empirically whether children have a revealed preference for same-gendered characters and whether such preferences are dependent on the cost of the characters.

Design/methodology/approach

Children from 6 to 16 years of age were recruited to participate in a framed field economics experiment in which they would earn actual money and be given opportunities to spend it on in-game avatars they could then use to continue to play. Additionally, a survey gathered data on participants’ stated preferences and experiences playing game apps on mobile phones.

Findings

Children do prefer to play a character of the same gender; however, they are more likely to remain the default character if choosing a different character costs money. When asked to say why they picked their character, children report most often that it is based on either the characters’ appearance or gender, followed by perceived character abilities, liking the character and the cost of a character. A vast majority (90 per cent) of children felt both male and female characters should be free.

Research limitations/implications

This research was limited because the experiment simulated in-app purchases but could not offer the permanence of real-world in-app purchases. Players in the experiment could not “keep” the character if they chose to pay for it. The authors adjusted for this by making the cost to change character gender much lower than it would be in the game (25 cents in the study vs approximately $10 in the app). Future research could explore ways to make in-app purchases during the study permanent for players to test if the permanence of the purchase results in greater willingness to pay to switch character gender.

Practical implications

This research has practical implications for video game designers. As both male and female players prefer to play with characters of the same gender, and having a cost to play a character reduces switching behavior, it is possible that having a cost for female characters reduces the popularity of the game with female players. This is especially relevant for endless running games as these games are preferred more by women than men. By making female characters free, default character and developers may increase the popularity of these games with female players.

Originality/value

This study adds to the body of literature about gender and video game preferences because prior studies relied solely on stated preferences about characters (using surveys and self-reported behaviors) and not on revealed preferences (observed behaviors). Additionally, this study examines character gender preferences in a casual game, while most prior studies have examine preferences in massively multiplayer online role-playing games.

Details

Young Consumers, vol. 20 no. 3
Type: Research Article
ISSN: 1747-3616

Keywords

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