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Design of Free-to-Play Mobile Games for the Competitive Marketplace
16 references·1 citing·47 second hop
Design of Free-to-Play Mobile Games for the Competitive Marketplace (2018)Design of Free-to-Play Mobile Games for t…Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment (2015)Why do people buy virtual goo…Why do people play mobile social games? An examination of network externalities and of uses and gratifications (2014)Why do people play mobile soc…Effects of Freemium Strategy in the Mobile App Market: An Empirical Study of Google Play (2014)Effects of Freemium Strategy …Digital Games and Beyond: What Happens When Players Compete?1 (2013)Digital Games and Beyond: Wha…Optimal Software Free Trial Strategy: The Impact of Network Externalities and Consumer Uncertainty (2011)Optimal Software Free Trial S…An Odyssey into Virtual Worlds: Exploring the Impacts of Technological and Spatial Environments on Intention to Purchase Virtual Products1 (2011)An Odyssey into Virtual World…Game design as marketing: How game mechanics create demand for virtual goods (2010)Game design as marketing: How…Free: The future of a radical price (2010)Free: The future of a radical…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Flow in Computer-Mediated Environments: Promises and Challenges (2005)Flow in Computer-Mediated Env…Nonlinear Pricing of Information Goods (2004)Nonlinear Pricing of Informat…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Time Flies When You’re Having…Bundling Information Goods: Pricing, Profits, and Efficiency (1999)Bundling Information Goods: P…Optimal Pricing of Experience Goods (1983)Optimal Pricing of Experience…User Motivation in Application Abandonment: A Four-Drives Model (2022)User Motivation in Applicatio…Self-efficacy: Toward a unifying theory of behavioral change. 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this work references cited by second hop

References

  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,763 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,386 cited
  • 2006Motivations for Play in Online Games2,961 cited
  • 1999Bundling Information Goods: Pricing, Profits, and Efficiency1,107 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning912 cited
  • 2011An Odyssey into Virtual Worlds: Exploring the Impacts of Technological and Spatial Environments on Intention to Purchase Virtual Products1599 cited
  • 2004Nonlinear Pricing of Information Goods375 cited
  • 2010Game design as marketing: How game mechanics create demand for virtual goods328 cited
  • 2010Free: The future of a radical price303 cited
  • 2015Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment297 cited
  • 2014Why do people play mobile social games? An examination of network externalities and of uses and gratifications278 cited
  • 2014Effects of Freemium Strategy in the Mobile App Market: An Empirical Study of Google Play274 cited
  • 2013Digital Games and Beyond: What Happens When Players Compete?1258 cited
  • 2005Flow in Computer-Mediated Environments: Promises and Challenges236 cited

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  • 1983Optimal Pricing of Experience Goods212 cited
  • 2011Optimal Software Free Trial Strategy: The Impact of Network Externalities and Consumer Uncertainty206 cited
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    • 2022User Motivation in Application Abandonment: A Four-Drives Model5 cited