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The Willingness to Pay for Information in Digital Marketplaces

机译:在数字市场中支付信息的意愿

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While information may carry an intrinsic, objective value, this value is not known before consumption; therefore, it is the perception of its value by the user that determines if and how it will be acquired and applied. This pre-consumption perception is followed by post-consumption experience which may shed more light on the evolution of value perception. A financial markets knowledge game connected to an information shop was the research tool in the present study. Results indicate that the perceived value of information changes over the course of actual usage of information, as evidenced by the tendency to supplement the up-front payment with a voluntary tip and also as indicated by the difference between the very first price bid compared to the average bid. While information was shown to have realistic value, this value may have been difficult to perceive in real time during the game, and thus led to subjective purchasing decisions resulting in less-than-optimal game results. Overall, we demonstrated that given the right incentives and circumstances a vibrant information market arises with pricing practices that are suitable for digital goods. This holds promise for the construction of novel online exchanges for digital goods.
机译:虽然信息可以携带本征的,客观的值,该值未消费之前已知的;因此,这是它的值由确定是否以及如何将被获取并应用的用户感知。这种预消费知觉之后后的消费体验可以摆脱更多的光线对价值感知的演变。连接到信息店内金融市场知识的比赛是本研究的研究工具。结果表明,由最初的价格之间的差额指示出价相比,信息的感知价值改变了信息的实际使用过程中,通过趋势证明,补充的前期付款与自愿尖端和也平均得标。虽然被证明信息具有现实价值,这个价值可能已经很难在游戏中实时感知,从而导致导致低于最佳的游戏效果主观的购买决策。总体而言,我们表明,只要有正确的激励机制和环境充满活力的信息与市场定价适合于数字商品的做法出现。这适用于数字商品小说在线交流的建设承诺。

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