Abstract
Since only a small percentage of freemium game players contributes the most to revenue and microtransaction volumes of freemium games, the question arises what attributes distinguish this particular subgroup of players. This paper characterizes that group by means of motivational and demographic attributes resulting from an analysis of scientific literature findings. They suggest that rather than the in-game experience (e.g., the feeling of being rewarded and ability to freely play/access flexibility), found common motivational attributes involve environmental (e.g., brand loyalty, socialization, competitiveness) and visual aspects. Regarding demographics, a more differentiated picture is suggested, as the freemium model can be applied to all game genres and the demographic distribution depends on the game genre. An integration of theory from Intercultural Management may support a to-the-point customer profiling of spending gamers and - as a consequence - improve marketing strategies and foster market positions.
Originalsprache | Englisch |
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Seiten | 53 |
Seitenumfang | 1 |
Publikationsstatus | Veröffentlicht - Dez. 2021 |
Veranstaltung | 7th International Scientific-Business Conference on Leadership, Innovation, Management and Economics - online, Graz, Österreich Dauer: 16 Dez. 2021 → 16 Dez. 2021 |
Konferenz
Konferenz | 7th International Scientific-Business Conference on Leadership, Innovation, Management and Economics |
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Kurztitel | LIMEN 2021 |
Land/Gebiet | Österreich |
Ort | Graz |
Zeitraum | 16/12/21 → 16/12/21 |
ÖFOS 2012
- 502007 E-Commerce
- 502019 Marketing
- 509014 Spielforschung