J Hamari, L Keronen - Computers in Human Behavior, 2017 - Elsevier
During the last decade, virtual goods have become an important target of consumption online (especially in games, virtual worlds and social networking services) amongst physical …
J Hamari, A Malik, J Koski, A Johri - International Journal of Human …, 2019 - Taylor & Francis
In recent years, augmented reality games (ARGs) such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience but also have …
The music industry has undergone tremendous changes in relation to its production, distribution, and consumption habits due to the exponential development of new …
J Hamari, N Hanner, J Koivisto - International Journal of Information …, 2020 - Elsevier
Freemium has become de facto business model for games and many other online services. We investigate how consumers' perceived value is associated with their intention to use …
The games as a service model have enabled game developers to reach worldwide audiences and regard games as services rather than products, opening up new avenues to …
Purpose By adopting a social presence theory perspective, this study aims investigate the influence of perceived usefulness of live chat services and of their unique human attributes …
R Tidhar, KM Eisenhardt - Strategic Management Journal, 2020 - Wiley Online Library
Abstract Research Summary While revenue models are strategically important, research is incomplete. Thus, we ask:“What is the optimal choice of revenue model?” Using a novel …
Fostering the conversion of free users to premium subscribers and retaining those premium users are critical objectives for freemium service providers. Building on consumer value …
T Clauss, P Harengel, M Hock - Review of Managerial Science, 2019 - Springer
Platform-based business models have become such an essential pillar of today's economy that the term 'sharing economy'is now frequently used to describe the new status quo. The …