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Freemium marketing: use of demand-side research in market segmentation strategy
16 references·0 citing·51 second hop
Freemium marketing: use of demand-side research in market segmentation strategy (2020)Freemium marketing: use of demand-side re…"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games (2019)"Why pay premium in freemium …Creating and capturing value from freemium business models: A demand‐side perspective (2017)Creating and capturing value …Monetizing Freemium Communities: Does Paying For Premium Increase Social Engagement?1 (2016)Monetizing Freemium Communiti…Fee or Free: When Should Firms Charge for Online Content? (2016)Fee or Free: When Should Firm…Making "freemium" work (2014)Making "freemium" workConverting freemium customers from free to premium—the role of the perceived premium fit in the case of music as a service (2014)Converting freemium customers…Geschäftsmodelle entwickeln (2013)Geschäftsmodelle entwickelnContent or Community? A Digital Business Strategy for Content Providers in the Social Age1 (2013)Content or Community? A Digit…Business Models and Technological Innovation (2013)Business Models and Technolog…Stated intentions and purchase behavior: A unified model (2010)Stated intentions and purchas…Networked Narratives: Understanding Word-of-Mouth Marketing in Online Communities (2010)Networked Narratives: Underst…Business Model Generation : A Handbook for Visionaries, Game Changers, and Challengers (2010)Business Model Generation : A…Business Models: A Discovery Driven Approach (2009)Business Models: A Discovery …Response Rate and Response Quality of Internet-Based Surveys: An Experimental Study (2004)Response Rate and Response Qu…Exploring consumer evaluations of e‐services: a portal site (2001)Exploring consumer evaluation…Marketing Research: An Applied Orientation (1994)Marketing Research: An Applie…A New Product Growth for Model Consumer Durables (1969)Evolving to a New Dominant Logic for Marketing (2003)Electronic word-of-mouth via consumer-opinion platforms: What motivates consumers to articulate themselves on the Internet? (2004)Consumer engagement in online brand communities: a social media perspective (2015)A Thematic Exploration of Digital, Social Media, and Mobile Marketing: Research Evolution from 2000 to 2015 and an Agenda for Future Inquiry (2016)The influence of eWOM in social media on consumers’ purchase intentions: An extended approach to information adoption (2016)A circumplex model of affect. 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(2003)Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation (2021)Gamblification: A definition (2022)Caged, helpless but not bored: consumption values derived from over-the-top platforms during pandemic (2023)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Advertising Content and Consumer Engagement on Social Media: Evidence from Facebook (2017)Social motivations of live-streaming viewer engagement on Twitch (2018)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)An assessment of the use of partial least squares structural equation modeling in marketing research (2011)Geschäftsmodelle im Internet der Dinge (2014)Business Models and the Internet of Things (Extended Abstract) (2015)Data Marketplaces: Trends and Monetisation of Data Goods (2019)
this work references cited by second hop

References

  • 1994Marketing Research: An Applied Orientation7,087 cited
  • 2010Business Model Generation : A Handbook for Visionaries, Game Changers, and Challengers6,880 cited
  • 2010Networked Narratives: Understanding Word-of-Mouth Marketing in Online Communities1,282 cited
  • 2013Business Models and Technological Innovation1,148 cited
  • 2009Business Models: A Discovery Driven Approach1,147 cited
  • 2004Response Rate and Response Quality of Internet-Based Surveys: An Experimental Study835 cited
  • 2001Exploring consumer evaluations of e‐services: a portal site542 cited
  • 2013Content or Community? A Digital Business Strategy for Content Providers in the Social Age1422 cited
  • 2013Geschäftsmodelle entwickeln286 cited
  • 2019"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games213 cited
  • 2016Monetizing Freemium Communities: Does Paying For Premium Increase Social Engagement?1151 cited
  • 2010Stated intentions and purchase behavior: A unified model142 cited
  • 2017Creating and capturing value from freemium business models: A demand‐side perspective137 cited
  • 2014Converting freemium customers from free to premium—the role of the perceived premium fit in the case of music as a service131 cited

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  • 2016Fee or Free: When Should Firms Charge for Online Content?130 cited
  • 2014Making "freemium" work118 cited
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