Mobile games make up the largest segment of the games industry, in terms of revenue as well as players. Hundreds of thousands of games are available with most being free to download and play. In freemium games, revenue is predominantly generated by users making in-game purchases. As only a small fraction of users make purchases, predicting these users and their Customer Lifetime Value are key challenges in Game Analytics and currently barely explored in academic research. Furthermore, while social factors have been shown to be essential for retention in games in general, the impact on retention and monetization in mobile games is unexplored. In this paper, the problem of defining social features in freemium casual mobile games is addressed ...
In this paper we present the development of a research model of mobile gaming acceptance that includ...
Mobile games are among the most popular sorts of games played on cellphones today. Many smartphone g...
Casual, social games are estimated to engage more than 200 million world-wide with revenues of US$6 ...
Mobile digital games are dominantly released under the freemium business model, but only a small fra...
The free-to-play business model has become hegemonic in the mobile video game industry, displacing t...
In recent years mobile games have become a major part of the mobile market since gaming apps generat...
Ilmaiseksi ladattavien ns. free-to-play -pelien ansaintamalli perustuu virtuaalisten hyödykkeiden m...
With the continuous development of the gaming industry, more and more manufacturers are joining the ...
Online gaming is one of the largest industries on the Internet, generating tens of billions of dolla...
The objective of this research is to understand the factors related to in-app purchase in freemium m...
The emergence of mobile technologies such as smartphones and tablets has given rise to the mobile ap...
This paper investigates if the social aspects of playing with friends and participate in clans can i...
Mobile gaming was in 2019 the biggest revenue-creating area of gaming, beating all other forms of ga...
With a valuation of $274 billion, the mobile gaming market is experiencing remarkable growth, becomi...
In mobile gaming, the freemium business model of downloading the game for free and paying for volunt...
In this paper we present the development of a research model of mobile gaming acceptance that includ...
Mobile games are among the most popular sorts of games played on cellphones today. Many smartphone g...
Casual, social games are estimated to engage more than 200 million world-wide with revenues of US$6 ...
Mobile digital games are dominantly released under the freemium business model, but only a small fra...
The free-to-play business model has become hegemonic in the mobile video game industry, displacing t...
In recent years mobile games have become a major part of the mobile market since gaming apps generat...
Ilmaiseksi ladattavien ns. free-to-play -pelien ansaintamalli perustuu virtuaalisten hyödykkeiden m...
With the continuous development of the gaming industry, more and more manufacturers are joining the ...
Online gaming is one of the largest industries on the Internet, generating tens of billions of dolla...
The objective of this research is to understand the factors related to in-app purchase in freemium m...
The emergence of mobile technologies such as smartphones and tablets has given rise to the mobile ap...
This paper investigates if the social aspects of playing with friends and participate in clans can i...
Mobile gaming was in 2019 the biggest revenue-creating area of gaming, beating all other forms of ga...
With a valuation of $274 billion, the mobile gaming market is experiencing remarkable growth, becomi...
In mobile gaming, the freemium business model of downloading the game for free and paying for volunt...
In this paper we present the development of a research model of mobile gaming acceptance that includ...
Mobile games are among the most popular sorts of games played on cellphones today. Many smartphone g...
Casual, social games are estimated to engage more than 200 million world-wide with revenues of US$6 ...