2020
DOI: 10.1016/j.ijinfomgt.2019.102040
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"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games

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Cited by 141 publications
(160 citation statements)
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References 95 publications
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“…As such, the social importance of Spotify plays a crucial role in making users more likely to buy a premium service. The outcome is in line with previous researches [10,34,35]. Spotify should concentrate on creating a well-recognized positive brand that can give the user a good impression and enables the app to help users to express themselves more and create more social interaction with other users, which is currently only minimally given.…”
Section: The Effect Of Social Value On Purchase Intentionsupporting
confidence: 85%
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“…As such, the social importance of Spotify plays a crucial role in making users more likely to buy a premium service. The outcome is in line with previous researches [10,34,35]. Spotify should concentrate on creating a well-recognized positive brand that can give the user a good impression and enables the app to help users to express themselves more and create more social interaction with other users, which is currently only minimally given.…”
Section: The Effect Of Social Value On Purchase Intentionsupporting
confidence: 85%
“…This research was then extended to the digital applications where it was found that value for money has a huge influence on the intention to buy paid apps [19]. Similar findings are also obtained in the freemium business model [35].…”
Section: The Effect Of Value For Money On Purchase Intentionsupporting
confidence: 54%
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“…No longer are players necessarily required to simply pay a single fee at the point of purchase, instead there is a drive to create an ongoing relationship between the game, game community, and the players that involves multiple customer-facing interfaces that attempt to promote player monetisation and ongoing engagement. Perhaps the most visible business model driving the Games as a Service paradigm is the Free-to-Play (F2P), or freemium (Hamari, Hanner, and Koivisto 2017b), business model and its combination with retail or subscription models (Hamari et al 2017a). These additional services and game items now generate over 80% of the revenue within the video game industry (Handrahan 2019).…”
Section: Introductionmentioning
confidence: 99%
“…The typology introduced above was built based on the required BM elements of sharing platforms from a holistic DSE perspective. The four dimensions do not include a "why" dimension because the reasons why participation in sharing takes place can be inferred from the other dimensions plus some assumptions about the value perceived by the participants that motivates them to use services [72,73] offered by a sharing platform. Thus, the "why" question is located at a higher level of description.…”
Section: Discussionmentioning
confidence: 99%