NO SUCH THING AS A FREE APP: A TAXONOMY OF FREEMIUM BUSINESS MODELS AND USER ARCHETYPES IN THE MOBILE GAME MARKET

Imam Salehudin, Frank Alpert
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引用次数: 1

Abstract

Manuscript Research Paper Research Aims: The Freemium business model is becoming increasingly prominent in the current digital economy. In the mobile game market, total revenue from free to download apps is overtaking those from paid apps. The purpose of this article is to propose a taxonomy that examines and categorises the various types of Freemium business models. Design/methodology/approach: This study uses the qualitative approach of logical partitioning to generate a Freemium business model's taxonomy through systematic observation of the existing business models. Research Findings: The findings identify advertisement and microtransaction as two primary revenue sources for Freemium business models. The taxonomy also reveals different types of in-app purchases, the most dominant Freemium business model in the mobile game market. Further discussion connects the taxonomy to related issues such as user archetypes and 'user flows'. Theoretical Contribution/Originality: This paper conceptualises a novel taxonomy of business model integrating various research streams and differentiating types of freemium business model. This paper also extends the existing archetypes of Freemium users by adding new categories, namely Remoras and Barnacles, to differentiate free users. Finally, this paper proposes a framework of user flows between the free and the paying state, arguing for a nonlinear flow. Research limitation/Implications: The taxonomy addresses freemium business models in the mobile game market. Application of the taxonomy in a broader context will require further study.
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没有免费应用程序:移动游戏市场免费增值商业模式和用户原型的分类
手稿研究论文研究目标:免费增值商业模式在当前的数字经济中越来越突出。在移动游戏市场,免费下载应用程序的总收入正在超过付费应用程序。本文的目的是提出一种分类法,对各种类型的免费增值商业模式进行检查和分类。设计/方法论/方法:本研究采用逻辑划分的定性方法,通过对现有商业模型的系统观察,生成Freemium商业模型的分类法。研究结果:研究结果表明,广告和微交易是免费增值商业模式的两个主要收入来源。该分类法还揭示了不同类型的应用内购买,这是移动游戏市场中最占主导地位的免费增值商业模式。进一步的讨论将分类法与用户原型和“用户流”等相关问题联系起来。理论贡献/独创性:本文整合了各种研究流,并区分了免费增值商业模式的类型,提出了一种新的商业模式分类法。本文还扩展了现有的免费增值用户原型,增加了新的类别,即Remoras和Barnacles,以区分免费用户。最后,本文提出了一个介于免费和付费状态之间的用户流框架,认为这是一个非线性流。研究局限性/影响:该分类法涉及移动游戏市场中的免费增值商业模式。分类法在更广泛的背景下的应用需要进一步研究。
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