Nested Network Effects in Online Free Games with Accessory Selling
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DOI: 10.1016/j.intmar.2013.04.001
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- Welden, Roman & Hewett, Kelly & Yoo, Kiwoong & Haenlein, Michael & Smith, Keith Marion & Pauwels, Koen & Kannan, P.K. & Hulland, John, 2025. "Leveling up retail: How retailers and brands thrive in the video game ecosystem," Journal of Retailing, Elsevier, vol. 101(4), pages 583-600.
- Pera, Rebecca & Menozzi, Anna & Abrate, Graziano & Baima, Gabriele, 2021. "When cocreation turns into codestruction," Journal of Business Research, Elsevier, vol. 128(C), pages 222-232.
- Shaheer, Noman & Chen, Liang & Yi, Jingtao & Li, Sali & Su, Huiwen, 2024. "Network effects, word of mouth, and entry performance: A study of digital freemium products," Journal of World Business, Elsevier, vol. 59(6).
- Marchand, André & Hennig-Thurau, Thorsten, 2013. "Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities," Journal of Interactive Marketing, Elsevier, vol. 27(3), pages 141-157.
- Jang, Seongsoo & Chung, Jaihak, 2021. "What drives add-on sales in mobile games? The role of inter-price relationship and product popularity," Journal of Business Research, Elsevier, vol. 124(C), pages 59-68.
- Rong, Ke & Ren, Qun & Shi, Xianwei, 2018. "The determinants of network effects: Evidence from online games business ecosystems," Technological Forecasting and Social Change, Elsevier, vol. 134(C), pages 45-60.
- Mäntymäki, Matti & Salo, Jari, 2015. "Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption," International Journal of Information Management, Elsevier, vol. 35(1), pages 124-134.
- Irfan Kanat & T. S. Raghu & Ajay Vinzé, 2020. "Heads or Tails? Network Effects on Game Purchase Behavior in The Long Tail Market," Information Systems Frontiers, Springer, vol. 22(4), pages 803-814, August.
- Xiaohan Shen & Jhony Choon Yeong Ng & Xin Tan, 2016. "An Empirical Study on the Antecedents to College Student Online Game Addiction in China," Indian Journal of Commerce and Management Studies, Educational Research Multimedia & Publications,India, vol. 7(1), pages 08-11, January.
- Hamari, Juho & Hanner, Nicolai & Koivisto, Jonna, 2017. "Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games," International Journal of Information Management, Elsevier, vol. 37(1), pages 1449-1459.
- Yan Huang & Stefanus Jasin & Puneet Manchanda, 2019. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games," Information Systems Research, INFORMS, vol. 30(3), pages 927-947, September.
- Wang, Dianwen & Yang, Zhilin & Ding, Zhihua, 2019. "Is Sociability or Interactivity more Effective for Enhancing Performance? Findings from a Massively Multiplayer Online Role-Playing Game," Journal of Interactive Marketing, Elsevier, vol. 48(C), pages 106-119.
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