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1 – 10 of 494Keshav 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.
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Mark A. Harris and Amita G. Chin
This paper aims to investigate Google’s top developers’ apps with trust badges to see if they warrant an additional level of trust and confidence from consumers, as stated by…
Abstract
Purpose
This paper aims to investigate Google’s top developers’ apps with trust badges to see if they warrant an additional level of trust and confidence from consumers, as stated by Google.
Design/methodology/approach
Risky app permissions and in-app purchases (IAP) from Google’s top developers and traditional developers were investigated in several Google Play top app categories, including Editor’s Choice apps. Analysis was performed between categories and developer types.
Findings
Overall, Google’s top developers’ apps request more risky permissions and IAP than do traditional developers. Other results indicate that free apps are more dangerous than paid apps and star ratings do not signify safe apps.
Research limitations/implications
Because of a limited number of Google’s top developers and Editor’s Choice apps, conclusions are drawn from a small sample of apps and not the entire market.
Practical implications
Google’s top developers’ apps are suited well for increasing revenue for Google and developers at the consumer’s expense. Consumers should be wary of top developer trust badges.
Social implications
As the lure for “top free” and “top developer” software is strong among consumers, this research contributes to societal welfare in that it makes consumers aware that Google top developer app trust badges and free apps are more dangerous than traditional developer and paid apps, as they request risky permissions at a much higher frequency. Therefore, consumers should be very careful when downloading apps that are advertised as “top free” or “top developer”.
Originality/value
Google’s top developers’ apps and Editors’ Choice apps have not been investigated from the perspective of permissions and IAP before.
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Sara H. Hsieh and Crystal T. Lee
Mobile promotion has become an important and popular mechanism for mobile commerce, with many companies using this approach to increase sales and drive brand satisfaction toward…
Abstract
Purpose
Mobile promotion has become an important and popular mechanism for mobile commerce, with many companies using this approach to increase sales and drive brand satisfaction toward the use of mobile apps. Despite the crucial nature of this topic, knowledge on the value of mobile promotion remains insufficient. Drawing upon consumption value theory (CVT), this study aims to examine the underlying mechanism that drives app satisfaction and in-app purchase.
Design/methodology/approach
In this research, the authors selected retail mobile apps for empirical testing. The authors recruited 476 users to complete a survey and analyzed the results using partial least squares structural equation modeling.
Findings
The results revealed that functional (monetary savings and localization), social (self-expression), emotional (entertainment), epistemic (exploration) and conditional (personalization) value increase the desirability of mobile promotion, thereby facilitating app satisfaction and in-app purchase.
Originality/value
Amid the vast business opportunities of mobile commerce, numerous brands have developed mobile apps that function as platforms for the promotion, provision and purchase of products and services. With the prevalence of mobile app downloads, apps have become the primary mobile platform for conducting mobile promotion. This research contributes to the literature and offers retailers insight into how to create value that can increase app satisfaction and in-app purchasing through mobile promotion.
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The purpose of this paper is to quantify how mobile app usage relates to the unique characteristics of behavioral orientations and content types, focussing on the…
Abstract
Purpose
The purpose of this paper is to quantify how mobile app usage relates to the unique characteristics of behavioral orientations and content types, focussing on the interrelationship among content usage in the context of in-app purchase.
Design/methodology/approach
Using a large-scale data set of individual content usage in a particular music mobile app, the author builds a simultaneous equation panel data model to examine dynamic interdependent usage of mobile app.
Findings
The paper finds a positive temporal effect of self-oriented content usage (download) on other-oriented content usage (gift), based on behavioral orientation, and also a temporal interdependence between external (ringtone) and internal usage (mp3) based on types of content. The paper also finds that the fourth generation communications standard increases content usage in this mobile app.
Practical implications
These findings provide useful insights for mobile app developers, mobile network operators, content providers, and mobile device manufacturers.
Originality/value
This paper is one of the first to consider and empirically test the interrelationship between various kinds of content usage in music apps.
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This paper aims to provide a synthesis of the evolution of the global internet markets through an assessment of their economic strength. It is an attempt to describe the various…
Abstract
Purpose
This paper aims to provide a synthesis of the evolution of the global internet markets through an assessment of their economic strength. It is an attempt to describe the various segments of the internet value chain and the evolution of the markets. It aims at briefly summing up the very dynamics of the sector, of the various subsectors while looking at the business models and the market capitalization.
Design/methodology/approach
The paper is a descriptive paper, presenting market trends, based on desk research and trade press. It is not meant to provide any theoretical contribution but attempting to reconstruct the views from the industry as documented by trade literature. Hence, the paper relies mostly on industry and consultancy data. The paper builds on a database collected by the author over the past 30 years and the selection of the relevant data to document and identify the trends and offer a synthesis of the views of the industry.
Findings
The paper shows how over the past 30 years the internet has changed dramatically from both a quantitative (reaching more and more users worldwide and witnessing a dramatic growth of all markets) and qualitative (offering an array of innovative products and services enabled by the deployment of new networks) and the availability of new devices. The paper reveals how each technological wave ushered in a series of innovation and new services, boosted the foundation and the growth of pioneering companies.
Research limitations/implications
Taking into account the lack of official data, the industry data used should be treated as just signals of potential trends, but sufficient to give an overview of the evolution of the global internet markets. Furthermore, detailed studies should complement this descriptive approach. The approach does have obvious methodological and theoretical limits, not providing a robust methodological framework just offering a reconstruction of the trends as documented by the trade publications. However, it concludes highlighting some of the tensions and contradictions.
Practical implications
The paper closes with a summary of the main transformations and considers some future developments. The paper draws some lessons from some failures and from the strategies of firms.
Social implications
The paper hints at the way users developed “unique” behaviors using social media, taking advantage of the new opportunities to exchange with others. The paper hints at some regulatory issues and challenges.
Originality/value
The paper briefly sums up the very dynamics of the global internet market(s). It attempts to characterize some of the main features of their evolution and of the main segments. If offers a comprehensive overview of available data.
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Ezlika M. Ghazali, Hussam Al Halbusi, Fadi Abdel Muniem Abdel Fattah, Md. Uzir Hossain Uzir, Dilip S. Mutum and Foon-Lip Tan
The goal of this study is to examine the factors (e.g. enjoyment, skills, challenge, telepresence and flow) that influence players’ purchase intention toward Dota 2 virtual…
Abstract
Purpose
The goal of this study is to examine the factors (e.g. enjoyment, skills, challenge, telepresence and flow) that influence players’ purchase intention toward Dota 2 virtual in-game as well as examine the effect of flow toward purchase intention of Dota 2 through the critical mechanism (i.e. continuous intention). Notably, the analysis of the moderating role of enjoyment of buying on the relation of (a) flow and purchase intention of Dota 2 in-game, as well as (b) between flow continuous intention and finally (c) between continuous intention purchase intention of Dota 2.
Design/methodology/approach
The data were gained from 331 users using Google Forms and posted to respondents on social media platforms and forums such as Facebook and Reddit, as these websites have the closest reach to gamers.
Findings
The study revealed that enjoyment, skill, challenge and telepresence have a positive effect on flow. Also, the flow was significantly related to purchase intention. The continuous intention has significantly mediated the relationship between flow and purchase intention. Importantly, this study found that the moderating role of buying enjoyment increases the relationship between flow and purchase intention (H7a) and between continuous intention and purchase intention (H7c). In contrast, the moderating role of buying enjoyment on the relationship between flow and continuous intention (H7b) was not supported. Hence, this study sheds a new light on the notable Dota 2 in-game and continuous intention purchase intention of the users.
Originality/value
In response, this study's main research question can be highlighted on testing how enjoyment, skills, challenge, telepresence, in-game virtual items influence purchasing intention when the enjoyment of buying moderates the proposed relationship? Therefore, this study aims to examine the significant elements like enjoyment, skills, challenge telepresence toward flow, and subsequently, the effect of flow toward purchase intention of Dota 2 in-game through continuous intention as a key mechanism which is urgently needed to minimize the gap in-game virtual items literature. Significantly, this study also intends to explore the contingent role of enjoyment of buying on the relation of flow and purchase intention of Dota-2 in-game, as well as between flow and continuous intention and finally between continuous intention and purchase intention.
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Attila Endre Simay, Yuling Wei, Tamás Gyulavári, Jhanghiz Syahrivar, Piotr Gaczek and Ágnes Hofmeister-Tóth
The recent advancements in smartphone technology and social media platforms have increased the popularity of artificial intelligence (AI) color cosmetics. Meanwhile, China is a…
Abstract
Purpose
The recent advancements in smartphone technology and social media platforms have increased the popularity of artificial intelligence (AI) color cosmetics. Meanwhile, China is a lucrative market for various foreign beauty products and technological innovations. This research aims to investigate the adoption of AI color cosmetics applications and their electronic word-of-mouth (e-WOM) intention among Chinese social media influencers. Several key concepts have been proposed in this research, namely body esteem, price sensitivity, social media addiction and actual purchase.
Design/methodology/approach
An online questionnaire design was used in this research. A combination of purposive sampling and snowball sampling of AI color cosmetics users who are also social media influencers in China yields 221 respondents. To analyze the data, this research employs Structural Equation Modelling (SEM) method via SPSS and AMOS software. A 2-step approach, Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA), is implemented to prove the hypotheses and generate the results.
Findings
1) Social media addiction is a positive predictor of AI color cosmetics usage, (2) AI color cosmetics usage is a positive predictor of actual purchase, (3) actual purchase is a positive predictor of e-WOM intention and lastly, (4) there is a full mediation effect of actual purchase.
Originality/value
This research draws on the uses and gratification (U&G) theory to investigate how specific user characteristics affect Chinese social media influencers' adoption of AI color cosmetics, as well as how this may affect their decision to purchase branded color cosmetics and their e-WOM.
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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.
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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…
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.
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