Customer preferences in mobile game pricing: a service design based case study

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Harviainen , J T , Ojasalo , J & Kumar , S N 2018 , ' Customer preferences in mobile game pricing: a service design based case study ' Electronic Markets: The International Journal on Networked Business , vol. 28 , no. 2 , pp. 191-203 . https://doi.org/10.1007/s12525-018-0285-6

Title: Customer preferences in mobile game pricing: a service design based case study
Author: Harviainen, J. Tuomas; Ojasalo, Jukka; Kumar, Somasundaram Nanda
Contributor: Hanken School of Economics, Management and Organisation, Helsinki
Belongs to series: Electronic Markets: The International Journal on Networked Business
ISSN: 1019-6781
Abstract: This article examines the service design of freemium game pricing. Freemium games are a type of game that is partially free to play, but its players are able to access various options by playing real money. The article increases knowledge of the usability of service design processes in the pricing of mobile games, as well as the understanding of central aspects of freemium pricing models from the perspective of user experience and customer value. Existing research shows that one major reason for failing freemium pricing models is the orientation for technology development, alongside poor content and too aggressive monetization, rather than customer experience. The article presents a process in which an alternative pricing model was developed for freemium games, through the use of service design workshops.
Date: 2018-02-18
Subject: 512 Business and Management
Case study
Games-as-service
Games design
Monetization
Service design
KOTA2018?
PREM2018-04
0 - Not open access
1 - Self archived
https://helda.helsinki.fi/dhanken/bitstream/handle/10227/221173
0- Ingen av författarna har en utländsk affiliation
1- Publicerad utomlands
1- Minst en av författarna är affilierad vid ett företag
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