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Making Digital Freemium Business Models a Success - Predicting Customers' Lifetime Value via Initial Purchase Information

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  • Voigt, Sebastian
  • Hinz, Oliver

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  • Voigt, Sebastian & Hinz, Oliver, 2016. "Making Digital Freemium Business Models a Success - Predicting Customers' Lifetime Value via Initial Purchase Information," Publications of Darmstadt Technical University, Institute for Business Studies (BWL) 84850, Darmstadt Technical University, Department of Business Administration, Economics and Law, Institute for Business Studies (BWL).
  • Handle: RePEc:dar:wpaper:84850
    Note: for complete metadata visit http://tubiblio.ulb.tu-darmstadt.de/84850/
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    Cited by:

    1. J. Tuomas Harviainen & Jukka Ojasalo & Somasundaram Nanda Kumar, 2018. "Customer preferences in mobile game pricing: a service design based case study," Electronic Markets, Springer;IIM University of St. Gallen, vol. 28(2), pages 191-203, May.
    2. Laura Studen & Victor Tiberius, 2020. "Social Media, Quo Vadis? Prospective Development and Implications," Future Internet, MDPI, vol. 12(9), pages 1-22, August.
    3. Nicholas Ross, 2018. "Customer retention in freemium applications," Journal of Marketing Analytics, Palgrave Macmillan, vol. 6(4), pages 127-137, December.
    4. Naixin Zhu, 2023. "Dissertation on Applied Microeconomics of Freemium Pricing Strategies in Mobile App Market," Papers 2305.09479, arXiv.org.
    5. Benedict Bender, 2020. "The Impact of Integration on Application Success and Customer Satisfaction in Mobile Device Platforms," Business & Information Systems Engineering: The International Journal of WIRTSCHAFTSINFORMATIK, Springer;Gesellschaft für Informatik e.V. (GI), vol. 62(6), pages 515-533, December.
    6. Philipp Brüggemann & Nina Lehmann-Zschunke, 2023. "How to reduce termination on freemium platforms—literature review and empirical analysis," Journal of Marketing Analytics, Palgrave Macmillan, vol. 11(4), pages 707-721, December.
    7. Martin Adam & Konstantin Roethke & Alexander Benlian, 2022. "Gamblified digital product offerings: an experimental study of loot box menu designs," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 971-986, June.
    8. Falko Lucht, 2019. "The Success of the Freemium Business Model. How Riot Games flourishes with a free to play game," Manager Journal, Faculty of Business and Administration, University of Bucharest, vol. 29(1), pages 114-124, December.
    9. Tim, Yenni & Hallikainen, Petri & Pan, Shan L & Tamm, Toomas, 2020. "Actualizing business analytics for organizational transformation: A case study of Rovio Entertainment," European Journal of Operational Research, Elsevier, vol. 281(3), pages 642-655.

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