Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games
暂无分享,去创建一个
[1] Juho Hamari,et al. Why Do People Play Games? A Review of Studies on Adoption and Use , 2015, 2015 48th Hawaii International Conference on System Sciences.
[2] Vili Lehdonvirta,et al. Virtual Economies: Design and Analysis , 2014 .
[3] T. Hennig-Thurau,et al. Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities , 2013 .
[4] François A. Carrillat,et al. The validity of the SERVQUAL and SERVPERF scales: A meta‐analytic view of 17 years of research across five continents , 2007 .
[5] Stefan Stieglitz,et al. Prevalent Business Models for the Apple App Store , 2015, Wirtschaftsinformatik.
[6] Karl G. Jöreskog,et al. Lisrel 8: User's Reference Guide , 1997 .
[7] Steven A. Taylor,et al. Measuring Service Quality: A Reexamination and Extension , 1992 .
[8] C. Anderson,et al. Free : how today's smartest businesses profit by giving something for nothing , 2010 .
[9] G. Soutar,et al. Consumer perceived value: The development of a multiple item scale , 2001 .
[10] Stephen L. Vargo,et al. Evolving to a New Dominant Logic for Marketing , 2004 .
[11] D. Larcker,et al. STRUCTURAL EQUATION MODELS WITH UNOBSERVABLE VARIABLES AND MEASUREMENT ERROR , 1981 .
[12] Wynne W. Chin. The partial least squares approach for structural equation modeling. , 1998 .
[13] Anol Bhattacherjee,et al. Understanding Information Systems Continuance: An Expectation-Confirmation Model , 2001, MIS Q..
[14] Daniel Kindström. Towards a service-based business model – Key aspects for future competitive advantage , 2010 .
[15] Noah Wardrip-Fruin,et al. What went wrong: a taxonomy of video game bugs , 2010, FDG.
[16] Juho Hamari,et al. International Journal of Information Management Why Do People Use Gamification Services? , 2022 .
[17] M. Csíkszentmihályi. Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. , 1990 .
[18] N. Franke,et al. Testing the Value of Customization: When Do Customers Really Prefer Products Tailored to Their Preferences? , 2009 .
[19] A. Parasuraman,et al. Service quality delivery through web sites: A critical review of extant knowledge , 2002, Journal of the Academy of Marketing Science.
[20] Janne Paavilainen,et al. Critical Acclaim and Commercial Success in Mobile Free-to-Play Games , 2016, DiGRA/FDG.
[21] Juho Hamari,et al. Building Customer Relationship through Game Mechanics in Social Games , 2011 .
[22] Jari Salo,et al. Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption , 2015, Int. J. Inf. Manag..
[23] Antti Oulasvirta,et al. Transparency of Intentions Decreases Privacy Concerns in Ubiquitous Surveillance , 2014, Cyberpsychology Behav. Soc. Netw..
[24] Matti Mäntymäki,et al. International Journal of Information Management Digital Natives in Social Virtual Worlds: a Multi-method Study of Gratifications and Social Influences in Habbo Hotel , 2022 .
[25] Gilbert A. Churchill,et al. Improving the measurement of service quality , 1993 .
[26] Gavriel Salvendy,et al. Effects of different scenarios of game difficulty on player immersion , 2010, Interact. Comput..
[27] Vineet Kumar,et al. Making "freemium" work , 2014 .
[28] Fei Li,et al. Electronic CRM and perceptions of unfairness , 2015, Inf. Technol. Manag..
[29] Zhongju Zhang,et al. An Empirical Analysis of Virtual Goods Permission Rights and Pricing Strategies , 2012, Decis. Sci..
[30] Richard T. Watson,et al. Service Quality: A Measure of Information System Effectiveness , 1995, MIS Q..
[31] Hoon Seok Choi,et al. Effects of Freemium Strategy in the Mobile App Market: An Empirical Study of Google Play , 2014, J. Manag. Inf. Syst..
[32] J. Christopher Westland,et al. Lower bounds on sample size in structural equation modeling , 2010, Electron. Commer. Res. Appl..
[33] Scott B. MacKenzie,et al. Common method biases in behavioral research: a critical review of the literature and recommended remedies. , 2003, The Journal of applied psychology.
[34] A. Parasuraman,et al. SERVQUAL: A multiple-item scale for measuring consumer perceptions of service quality. , 1988 .
[35] Sung S. Kim,et al. Out of Dedication or Constraint? A Dual Model of Post-Adoption Phenomena and its Empirical Test in the Context of Online Services , 2009, MIS Q..
[36] Kai H. Lim,et al. User Satisfaction with Information Technology Service Delivery: A Social Capital Perspective , 2012, Inf. Syst. Res..
[37] Juho Hamari,et al. hy do people buy virtual goods ? Attitude toward virtual good urchases versus game enjoyment , 2015 .
[38] R. Belk. Extended Self in a Digital World , 2013 .
[39] Thomas Hess,et al. Music as a Service as an Alternative to Music Piracy? , 2013, Bus. Inf. Syst. Eng..
[40] Douglas R. Vogel,et al. Individual motivations and demographic differences in social virtual world uses: An exploratory investigation in Second Life , 2011, Int. J. Inf. Manag..
[41] James C. Anderson,et al. STRUCTURAL EQUATION MODELING IN PRACTICE: A REVIEW AND RECOMMENDED TWO-STEP APPROACH , 1988 .
[42] Juho Hamari,et al. Free-to-Play Games: Professionals’ Perspectives , 2014 .
[43] William J. Kettinger,et al. Pragmatic Perspectives on the Measurement of Information Systems Service Quality Analysis with LISREL : An Appendix to Pragmatic Perspectives on the Measurement of Information Systems Service Quality , 2002 .
[44] J. James,et al. Service quality dimensions: an examination of Grönroos’s service quality model , 2004 .
[45] Juho Hamari,et al. Player Types: A Meta-synthesis , 2014, Trans. Digit. Games Res. Assoc..
[46] A. Parasuraman,et al. The Behavioral Consequences of Service Quality , 1996 .
[47] Jari Salo,et al. Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel , 2011, Comput. Hum. Behav..
[48] Vili Lehdonvirta,et al. Virtual item sales as a revenue model: identifying attributes that drive purchase decisions , 2009, Electron. Commer. Res..
[49] Matti Mäntymäki,et al. Gratifications from using freemium music streaming services: Differences between basic and premium users , 2015, ICIS.
[50] A. Tversky,et al. Choices, Values, and Frames , 2000 .
[51] Florian von Wangenheim,et al. Perceived Fairness of Differential Customer Treatment , 2013 .
[52] Jari Salo,et al. Purchasing behavior in social virtual worlds: An examination of Habbo Hotel , 2013, Int. J. Inf. Manag..
[53] Rajiv Kohli,et al. Antecedents of B2C Channel Satisfaction and Preference: Validating e-Commerce Metrics , 2002, Inf. Syst. Res..
[54] Jaakko Stenros,et al. Social Network Games , 2013 .
[55] Rüdiger Zarnekow,et al. Purchasing Behavior in Free to Play Games: Concepts and Empirical Validation , 2015, 2015 48th Hawaii International Conference on System Sciences.
[56] C. Fornell,et al. Evaluating structural equation models with unobservable variables and measurement error. , 1981 .
[57] Greg Lastowka,et al. The Laws of the Virtual Worlds , 2004 .
[58] C. Sun,et al. Cash Trade in Free-to-Play Online Games , 2011, Games Cult..
[59] Changchun Liu,et al. Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback , 2009, Int. J. Hum. Comput. Interact..
[60] Li Jiang,et al. Trust and Electronic Government Success: An Empirical Study , 2008, J. Manag. Inf. Syst..
[61] Gwo-Guang Lee,et al. Customer perceptions of e‐service quality in online shopping , 2005 .
[62] Gary Klein,et al. Measuring Information System Service Quality: SERVQUAL from the Other Side , 2002, MIS Q..
[63] Riadh Ladhari. A review of twenty years of SERVQUAL research , 2009 .
[64] Chi-Cheng Wu,et al. Nested Network Effects in Online Free Games with Accessory Selling , 2013 .
[65] J. Nunnally. Psychometric Theory (2nd ed), New York: McGraw-Hill. , 1978 .
[66] T. Cook,et al. Quasi-experimentation: Design & analysis issues for field settings , 1979 .
[67] Wynne W. Chin,et al. A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic - Mail Emotion/Adoption Study , 2003, Inf. Syst. Res..
[68] Chuen-Tsai Sun,et al. Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses , 2007, DiGRA Conference.
[69] Gal Oestreicher-Singer,et al. Content or Community? A Digital Business Strategy for Content Providers in the Social Age , 2013, MIS Q..
[70] Clint A. Bowers,et al. Measuring the flow experience of gamers: An evaluation of the DFS-2 , 2012, Comput. Hum. Behav..
[71] K. Ruyter,et al. Understanding Willingness to Pay for Social Network Sites , 2013 .
[72] David Gefen,et al. Customer Loyalty in E-Commerce , 2002, J. Assoc. Inf. Syst..
[73] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[74] Piotr Bródka,et al. A picture is worth a thousand words: an empirical study on the influence of content visibility on diffusion processes within a virtual world , 2016, Behav. Inf. Technol..
[75] Juho Hamari,et al. Why do People Buy Virtual Goods? A Literature Review , 2016, 2016 49th Hawaii International Conference on System Sciences (HICSS).
[76] K. P. Kallio,et al. At Least Nine Ways to Play: Approaching Gamer Mentalities , 2011, Games Cult..
[77] Jack Shih-Chieh Hsu,et al. CUSTOMER WILLINGNESS TO PAY FOR ONLINE MUSIC: THE ROLE OF FREE MENTALITY , 2013 .
[78] Nick Yee,et al. Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..
[79] Richard T. Watson,et al. Measuring Information Systems Service Quality: Lessons From Two Longitudinal Case Studies , 1998, MIS Q..
[80] Janne Paavilainen,et al. Casual games discussion , 2007, Future Play.
[81] Thomas Hess,et al. Converting freemium customers from free to premium—the role of the perceived premium fit in the case of music as a service , 2014, Electron. Mark..
[82] Mayuram S. Krishnan,et al. The Personalization Privacy Paradox: An Empirical Evaluation of Information Transparency and the Willingness to be Profiled Online for Personalization , 2006, MIS Q..
[83] A. Parasuraman,et al. A Conceptual Model of Service Quality and Its Implications for Future Research , 1985 .
[84] M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience , 1990 .
[85] Vili Lehdonvirta,et al. Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods , 2010 .
[86] Robert W. Shoemaker,et al. The Effects of Free Sample Promotions on Incremental Brand Sales , 2004 .
[87] A. Parasuraman,et al. A conceptual framework for understanding e-service quality : implications for future research and managerial practice , 2000 .
[88] Guillaume Chanel,et al. Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty , 2011, IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans.