2019
DOI: 10.1002/mar.21211
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The zero‐price effect in freemium business models: The moderating effects of free mentality and price–quality inference

Abstract: In the digital world, many firms struggle in employing a freemium business model (simultaneously offering restricted free options and full featured premium options). Although this is an increasingly popular revenue strategy, conversion rates for premium options are relatively low as free options provide users an irrationally high value, the so‐called zero‐price effect. This study develops a framework of the zero‐price mechanism by shifting the attention to the more intuitive mode of decision making. When being… Show more

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Cited by 49 publications
(39 citation statements)
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“…The price value is the monetary cost to play esports games. Consider the "Freemium" business models [34], in which the basic functions of gameplay are provided free of charge and then a monetary cost is charged for the full gameplay experience. This may explain price value's significance in the low frequency group.…”
Section: Discussionmentioning
confidence: 99%
“…The price value is the monetary cost to play esports games. Consider the "Freemium" business models [34], in which the basic functions of gameplay are provided free of charge and then a monetary cost is charged for the full gameplay experience. This may explain price value's significance in the low frequency group.…”
Section: Discussionmentioning
confidence: 99%
“…However, such findings could be a sign of a moribund market for drug refence apps in Taiwan. We found that all drug reference apps are freemium, probably as a result of the public’s free mentality (the tendency to intuitively expect that all digital services are and should be available at no cost) toward health services in Taiwan [ 51 ]. Our findings provide information to create rigid demands that may spur on the drug reference app market in Taiwan.…”
Section: Discussionmentioning
confidence: 99%
“…As there are many esports games (e.g., League of Legends, Fortnite, Dota2, VALORANT, etc.) using the free-to-play strategy, which is based on "Freemium" business models (Niemand et al, 2019), purchasing for starting of gameplay may not be applied to general purchasing consumptions. In the esports context, the in-game items are typically for boosting the convenience of gameplay or are cosmetic items.…”
Section: Literature Review Esports Gameplay Consumer Experiencementioning
confidence: 99%
“…As such, esports consumers spend money on hardware and on in-game items. The consumption of in-game purchases is closely related to "Freemium" business models (Niemand et al, 2019), and the psychological background might be different to gaming hardware consumption. Future studies might need to consider in-game purchase consumption in the esports context to understand esports consumers' behavior in a more comprehensive perspective.…”
Section: Limitations and Suggestions For Future Studymentioning
confidence: 99%