Creating and capturing value from freemium business models: A demand‐side perspective

J Rietveld - Strategic Entrepreneurship Journal, 2018 - Wiley Online Library
Research Summary: While it has long been recognized that the business model can be a
source of performance heterogeneity, less is known about how the business model affects …

[HTML][HTML] On the monetization of mobile apps

G Appel, B Libai, E Muller, R Shachar - International Journal of Research in …, 2020 - Elsevier
Though the mobile app market is substantial and growing fast, most app providers struggle
to monetize apps profitably. Monetizing apps is done in two ways: a) selling advertising …

Contracting with word-of-mouth management

Y Kamada, A Öry - Management Science, 2020 - pubsonline.informs.org
We propose a model for word-of-mouth (WoM) management where a firm has two tools at
hand: offering referral rewards and offering a free contract. Current customers' incentives to …

Freemium pricing in digital games with virtual currency

Z Meng, L Hao, Y Tan - Information Systems Research, 2021 - pubsonline.informs.org
Providers of free-to-play games often gain revenue by monetizing players' playtime, for
example, through in-game advertising and by selling premium modules of the game. One …

From free to paid: Monetizing a non-advertising-based app

J Cao, P Chintagunta, S Li - Journal of Marketing Research, 2023 - journals.sagepub.com
Non-advertising-based mobile apps face several critical challenges when trying to monetize
their free services—among them, the choice of pricing strategies (hard landing vs. soft …

[PDF][PDF] What makes players pay? an empirical investigation of in-game lotteries

T Amano, A Simonov - Columbia Business School Research Paper Series, 2024 - ftc.gov
Around three billion people around the world–and two-thirds of Americans–played video
games in 2021 [Newzoo, 2021a, ESA, 2022]. Video games constitute the largest category in …

A Welfare Analysis of Gambling in Video Games

T Amano, A Simonov - Available at SSRN 4355019, 2023 - papers.ssrn.com
In 2020, gamers spent more than $15 billion on loot boxes, lotteries of virtual items in video
games. Loot boxes are contentious. Regulators argue they constitute gambling, while game …

[PDF][PDF] Retention and the Monetization of Apps

G Appel, B Libai, E Muller… - International Journal of …, 2019 - msbfile03.usc.edu
Though free apps dominate mobile markets, firms struggle to monetize such products and
make profits, relying on revenues from two sources: paying consumers, and paying …

Freemium İş Modelinin Başarısı: Endüstri Liderlerinin Çoklu Vaka Çalışması

EB Tavman - Cumhuriyet Üniversitesi İktisadi ve İdari …, 2022 - esjournal.cumhuriyet.edu.tr
Freemium iş modeli, son zamanlarda çevrimiçi pazarlarda yaygın olarak kullanılmaktadır.
Ancak freemium iş modelinin başarısı hakkında kısıtlı bir bakış açısı bulunmaktadır. Bu …

[PDF][PDF] Customer learning and revenue-maximizing trial design

T Sunada - 2018 - economics.sas.upenn.edu
Free trials are a common marketing strategy that information goods providers use to facilitate
customer learning-by-using. I develop an empirical model of learning-by-using to evaluate …