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No Such Thing As A Free App: A Taxonomy of Freemium Business Models and User Archetypes

机译:没有免费的应用程序如免费应用程序:弗里西商业模式和用户原型的分类

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The Freemium business model is becoming increasingly prominent in the current digital economy. In the mobile game market, total revenue from free to download apps is overtaking those from paid apps. The purpose of this article is to propose a taxonomy that examines and categorizes the various types of Freemium business models. This study uses the systematic, logical partitioning approach to generate a taxonomy of the Freemium business model, identifying advertisement and microtransaction as two primary sources of revenue. The taxonomy also reveals different types of in-app purchases, the most dominant form of Freemium business model in the mobile game market. Further discussion connects the taxonomy to related issues such as user archetypes and user flows. This paper also extends the existing archetypes of Freemium users by adding new categories, namely Remoras and Barnacles, to differentiate free users. Finally, it conceptualizes a novel framework of user flows between the free and the paying state, arguing for a nonlinear flow. These findings should be of interest to academics and policymakers as it provides the foundation for further investigation on the sustainability of the free to download apps.
机译:弗里西商业模式在目前的数字经济中变得越来越突出。在手机游戏市场中,从免费下载应用程序的总收入超超过了付费应用程序。本文的目的是提出一个分类,用于检查和分类各类自由百合商业模式。本研究采用系统,逻辑分区方法来生成重型商业模式的分类,将广告和微调识别为两个主要收入来源。分类学还揭示了不同类型的应用程序内购买,是流动游戏市场中的免费商业模式中最占主导地位的形式。进一步的讨论将分类物与用户原型和用户流等相关问题连接。本文还通过添加新类别,即Remoras和Barnacles来扩展Freemium用户的现有原型,以区分自由用户。最后,它概念化了自由和付费状态之间的用户流的新颖框架,争论非线性流量。这些调查结果应该对学者和政策制定者感兴趣,因为它为进一步调查自由下载应用程序的可持续性提供了进一步调查的基础。

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