26,001 research outputs found

    If You Let Them Build It, They Will Stay! An Empirical Study of Add-on Content and User Engagement

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    This study aims to uncover the effects of two \ types of add-on content –namely, user generated and developer \ generated content– on user engagement with software. Utilizing \ a novel dataset from a major online game distribution platform \ covering 7323 products between January 2015 and February \ 2016, the findings reveal that both types of add-on content \ increases the engagement with software. However, we observe \ substitutive patterns between different types of add-on content. \ Our results suggest integrating social features to the base \ product reduces these substitution effects. The results of this \ study contribute to the literatures on user engagement and \ add-on content by uncovering hitherto overlooked substitutive \ relations between user generated and developer generated add- \ on content

    Information Outlook, April 2007

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    Volume 11, Issue 4https://scholarworks.sjsu.edu/sla_io_2007/1003/thumbnail.jp

    Users\u27 understandings of the virtual economy in social virtual worlds: consumption and entrepreneurship of virtual goods

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    Social virtual worlds (SVWs) such as Second Life have gained immense popularity during the last decade. Their popularity is reflected in the explosive growth of the in-world economy, which is mainly supported by users’ consumption of virtual goods and entrepreneurial behavior. Users’ economic behavior has increased the size of the virtual economy to reach over $1B in the United States in 2009 (Nicholson 2009). Given that virtual consumption and entrepreneurship have become an important part of everyday virtual life in SVWs, understanding these two types of economic activities is an essential aspect to understanding user behavior in SVWs. This research aims at investigating the meanings of virtual consumption and entrepreneurship for users. The research consists of two independent essays. In the first essay about virtual consumption, I examine users’ understandings of virtual consumption through core-periphery analysis of its social representation. 154 Second Life users participated in the web-based survey for this study. I also identify user goals for virtual consumption by using means-end chain analysis, based on interviews with 93 Second Life users. The second essay on the topic of virtual entrepreneurship examines the collective meanings of virtual entrepreneurship and their relationship with the collective meanings of SVWs. To understand the meanings of virtual entrepreneurship, the core-periphery structure of social representations of virtual entrepreneurship is analyzed, based on interviews with 24 Second Life entrepreneurs. The meanings of virtual entrepreneurship are explained and compared with the central meanings of SVWs, identified from 101 newspaper articles on SVWs from 2005 to 2009. The results show that virtual consumption penetrates extensively into the virtual life of users and make their virtual experience in SVWs much richer; that virtual entrepreneurship is institutionalized in SVWs, and the key meanings of SVWs are well translated into the meanings of virtual entrepreneurship. This research contributes in providing fundamental knowledge about virtual consumption and entrepreneurship and further suggests potential theoretical frameworks for future research. Implications for SVW service providers and producers and sellers of virtual goods are also identified. Another contribution of the research is to demonstrate alternative qualitative research approaches combined with quantitative analyses

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Investigating factors that affect willingness to pay an analysis on freemium social media apps

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    While social media has grown in popularity and usage in recent years, little is known about users' willingness to pay for the premium version of them. In this study, we investigate how consumers' perceived value is associated with their intention to use freemium services and to purchase premium content. We employ data gathered through an online survey (N=200) among the users of freemium social media networks, like LinkedIn, YouTube, Reddit and Flickr and tested 15 different hypotheses, using PLS-SEM. Firstly, we find support for the security hypothesis proposed in this study, indicating that if users value the security component of the freemium social media, they will have a higher intention to use the service overall. Secondly, the higher quality of the freemium service leads to higher usage intentions, which further leads to higher purchase intentions. Thirdly, the price value of freemium services shows to have a negative association with the intention to purchase premium content. Fourthly, social platform community is found to positively affect premium purchases. Lastly, we find support for the usage frequency hypothesis proposed in this study, indicating that if a user establishes a habit of using a social media, he will eventually decide to buy the premium version. The current study's findings contribute to the uniqueness of the freemium business model, implying that increasing perceived value of the freemium service, improving security, or increasing usage frequency can all contribute to and subtract from future profitability via increased retention on the one hand and reduced monetization on the other.Embora as redes sociais tenham crescido em popularidade e utilização nos Ășltimos anos, pouco se sabe sobre a vontade dos utilizadores de pagar pela versĂŁo premium das mesmas. Neste estudo, investigamos como o valor percebido pelos consumidores estĂĄ associado Ă  sua intenção de utilizar os serviços freemium e de adquirir conteĂșdos premium. Investigamos os dados recolhidos atravĂ©s de um inquĂ©rito online (N=200) e testamos 15 hipĂłteses diferentes, utilizando PLS-SEM. Em primeiro lugar, encontrĂĄmos suporte para a hipĂłtese de Segurança proposta neste estudo, indicando que os utilizadores que valorizam a componente de segurança nas redes sociais freemium terĂŁo uma maior intenção de utilizar o serviço. Em segundo lugar, a maior qualidade da rede social leva a maiores intençÔes de utilização, o que leva a maiores intençÔes de compra. Em terceiro lugar, o valor do preço dos serviços freemium mostra ter uma associação negativa com a intenção de compra de conteĂșdos premium. Em quarto lugar, observĂĄmos que a comunidade social afeta positivamente as compra da versĂŁo premium. Finalmente, encontrĂĄmos apoio para a hipĂłtese de frequĂȘncia de utilização proposta neste estudo, indicando que se um utilizador estabelecer o hĂĄbito de utilizar uma rede social freemium, acabarĂĄ por decidir comprar a versĂŁo premium. As conclusĂ”es do presente estudo realçam a singularidade do modelo de negĂłcio freemium, implicando que o aumento do valor percebido do serviço, a melhoria da segurança, ou o aumento da frequĂȘncia de utilização podem contribuir ou subtrair da rentabilidade futura atravĂ©s do aumento da retenção ou da redução da monetização

    To immerse or not? Experimenting with two virtual retail environments

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    Purpose: The aim of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement is examined in relation to enjoyment, satisfaction and purchase intentions. Design/methodology/approach: The method comprised an experiment comparing users’ perceptions of a standard 2D online clothing store with an enhanced, immersive one that aimed to provide shopping value approaching that of a traditional store by using a 3D experience where participants wore special glasses and a data glove. Findings: Results demonstrate the major role of telepresence components in simulated experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Purchase intention is influenced by satisfaction, which is in turn influenced by enjoyment and engagement. Engagement in turn is influenced by utilitarian and hedonic value and the experience of product simulation or telepresence, which is composed of control, colour and graphics vividness, and 3D authenticity. In the immersive, 3D environment experience is more associated with engagement and enjoyment, leading to greater purchase intention. The immersive, 3D environment thus has the potential to rival traditional shopping in terms of experience, resulting in higher sales for retailers and satisfaction for consumers. Originality: This work has evaluated a robust model of purchase intention and demonstrated it to hold not only in a 3D environment on a conventional computer platform, but also in an immersive one, where participants wear special glasses and a data glove

    Exploring social gambling: scoping, classification and evidence review

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    The aim of this report is to speculate on the level of concern we might have regarding consumer risk in relation to ‘social gambling.’ In doing so, this report is intended to help form the basis to initiate debate around a new and under-researched social issue; assist in setting a scientific research agenda; and, where appropriate, highlight concerns about any potential areas that need to be considered in terms of precautionary regulation. This report does not present a set of empirical research findings regarding ‘social gambling’ but rather gathers information to improve stakeholder understanding

    To immerse or not? Experimenting with two virtual retail environments

    Get PDF
    Purpose: The aim of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement is examined in relation to enjoyment, satisfaction and purchase intentions. Design/methodology/approach: The method comprised an experiment comparing users’ perceptions of a standard 2D online clothing store with an enhanced, immersive one that aimed to provide shopping value approaching that of a traditional store by using a 3D experience where participants wore special glasses and a data glove. Findings: Results demonstrate the major role of telepresence components in simulated experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Purchase intention is influenced by satisfaction, which is in turn influenced by enjoyment and engagement. Engagement in turn is influenced by utilitarian and hedonic value and the experience of product simulation or telepresence, which is composed of control, colour and graphics vividness, and 3D authenticity. In the immersive, 3D environment experience is more associated with engagement and enjoyment, leading to greater purchase intention. The immersive, 3D environment thus has the potential to rival traditional shopping in terms of experience, resulting in higher sales for retailers and satisfaction for consumers. Originality: This work has evaluated a robust model of purchase intention and demonstrated it to hold not only in a 3D environment on a conventional computer platform, but also in an immersive one, where participants wear special glasses and a data glove
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