What drives add-on sales in mobile games? The role of inter-price relationship and product popularity

2021 ◽  
Vol 124 ◽  
pp. 59-68
Author(s):  
Seongsoo Jang ◽  
Jaihak Chung
Author(s):  
Christopher L. Holden ◽  
Julie M. Sykes

This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. Mentira is the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in the Southwestern United States. This paper explores both the complexities and benefits of integrating mobile games in second and foreign language learning contexts. Relevant background issues are discussed and the Mentira project is described, including an exploration of the setting, narrative, gameplay, and curriculum. Initial findings and future goals are explored. Gameplay, the importance of ’place’ for language learning, is discussed and the role of student buy-in. The paper concludes with future considerations for the continued use of mobile games projects for language learning as well as other disciplines.


2014 ◽  
Vol 6 (2) ◽  
pp. 116-126
Author(s):  
Mehir Baidya ◽  
Kamal Ghose ◽  
Bipasha Maity

Purpose – The purpose of this paper is to see the role of advertising in the middle of sales-price relationship of two entrepreneur brands in India. Design/methodology/approach – Quarterly data on sales (in units), advertising (net of inflation) and price (net of inflation) have been compiled for two entrepreneur brands over a period 2007-2012. First, elasticity of price is estimated by regressing sales on price. Next, the response of price elasticity to advertising is captured using a semi-logarithmic regression model. Findings – Results reveal that price and sales are inversely related and advertising influences price elasticity negatively. Practical implications – Findings suggest that entrepreneurs/managers should allocate more funds to advertising and at the same time should charge a higher price point in order to increase revenue. Originality/value – By showing a new way of how to measure the effectiveness of advertising beyond traditional ones (inform, persuade or remind) of two entrepreneur brands this research definitely adds some value in the literature of marketing.


2016 ◽  
Vol 2016 ◽  
pp. 1-8 ◽  
Author(s):  
Ghada Alhuhud ◽  
Wejdan Altamimi

Due to evolution of digital games towards mobile platforms, a large exposure to mobile games is nowadays recorded. This is because of the availability of the cell phone with individuals anytime anywhere. Hence, a vital role of game quality assessment is raised. This is for the purpose of serving as a guide for developing healthy games. Accordingly, the mobile games would help in boosting the educational entertainment, healthy diets control, and behavioral sciences studies and research. This paper presents quality assurance and quality models for ISO based educational game. In this paper, an ISO quality model is presented and quality application behavioral impact measures are justified to evaluate the development quality of Miftah Alfasaha game. The quality model and proposed quality assessment plan are tested through a CodePro Analytix tool and six sigma evaluations.


2018 ◽  
Vol 20 (5) ◽  
pp. 449-478 ◽  
Author(s):  
Jean Paul Simon

Purpose This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging economies. It offers a case study on the role of mobile devices as a factor of transformation and shows how under changing socio–economic conditions, the transformations enabled the creation of digital ecosystems and innovative business models. Design/methodology/approach The paper is based on desk research, a review of literature and trade press and comments from experts and industry players. Findings The paper argues that as the internet is going mobile, driven by data – mostly video – the new mobile platforms are becoming the key for the distribution of content and mobile games. Whether it is the history of browser games in China, mobile games in India or PC games in Russia, each national gaming industry has required a unique strategy for making money, building on some prominent cultural factors and adapting to the local economic conditions. The paper reveals that video games are now clearly a vital part of digital content production in these countries, while stressing upon the role of public policies. Research limitations/implications The paper relies mostly on industry and consultancy data, as in such a fast-changing environment official data even when accessible are in most cases too old to remain relevant to identify the trends and the fast changing stakes. This calls for some caution about the data. Therefore, the data used should be treated as just signals of potential trends, sufficient to provide an appropriate overview of the evolution of the global mobile ecosystem. Practical implications This paper shows that the video games industry can serve as a pivot for the ICT industry. Besides, this prompts upstream and downstream industries of the entire digital entertainment market to thrive. Social implications The paper shows that companies from emerging markets companies have been betting on a combination of factors: the development of the economies, the growth of the mobile market, emerging middle-classes and young customers. It provides a growth model that appears to be close to a “regular” industrial growth model. Originality/value Although there is a growing academic literature on the video games industry, few research have been devoted to specific issues of emerging economies and to the role of video games within the media industry and IT sector.


Author(s):  
Beatriz Berrios Aguayo ◽  
Bárbara Pérez García ◽  
Fernando Sánchez Valenzuela ◽  
Antonio Pantoja Vallejo

RESUMENEl objetivo de este estudio fue analizar la efectividad del programa educativo “Cubilete” para la prevención de adicciones a Internet, móvil, juegos y apuestas online en estudiantes de Educación Secundaria y Bachillerato, diseñado por la Asociación Alujer. La muestra estuvo compuesta por un total de 637 alumnos de diferentes centros de la ciudad de Jaén (España). El instrumento para medir la eficacia del programa en una medida pre y postest fue el Cuestionario escolar de creencias, actitudes y usos de tecnologías, juegos virtuales y apuestas online (CCAU), construido ad hoc. La intervención tuvo una duración de 4 semanas y fue llevada a cabo durante las horas de tutoría. Los resultados muestran una reducción significativa en cuanto al uso de Tecnologías de la Información y la Comunicación (TIC), así como en la frecuencia en las que se utilizan las mismas. También se observó un aumento en el reconocimiento de adicción a las TIC una vez llevada a cabo la intervención, además de un mayor conocimiento de los padres del uso que hacen sus hijos de las mismas. Así mismo, la participación a juegos de azar y apuestas online se ve reducida considerablemente. Por último, hay un esclarecimiento en lo referido al significado del concepto adicción, aunque no significativamente del concepto juego patológico. Como conclusión se destaca el papel revelador que tiene este tipo de intervenciones sobre la población joven en lo referido al uso de las TIC y las adicciones a juegos de azar, virtuales y apuestas.ABSTRACTThe objective of this study was to analyze the effectiveness of the educational program "Cubilete" for the prevention of addictions to Internet, mobile, games and online bets in students of Secondary Education and Baccalaureate, designed by the Alujer Association. The sample consisted of a total of 637 students from different centers in the city of Jaén (Spain). The instrument to measure the effectiveness of the program in a pre- and post-test measure was the school Cuestionario escolar de creencias, actitudes y usos de tecnologías, juegos virtuales y apuestas online (CCAU), made ad hoc. The intervention lasted 4 weeks and was carried out during the tutorial hours. The results show a significant reduction in the use of Information and Communication Technologies (ICT), as well as in the frequency in which they are used. There was also an increase in the recognition of addiction to ICT once the intervention was carried out, as well as a greater knowledge of the parents of the use made by their children. Likewise, participation in online gambling and betting is considerably reduced. Finally, there is clarification regarding the meaning of the concept of addiction, although not significantly of the concept of pathological gambling. In conclusion, the revealing role of this type of interventions on the young population in the use of ICT and addictions to gambling, virtual and betting is highlighted.


2021 ◽  
Vol 46 ◽  
Author(s):  
Samuel M Tham ◽  
Gregory P Perreault

Mobile games featuring the loot-box design are associated with gambling because of the uncertainty in the value of the purchase and the propensity for gamers to keep spending. Role-playing games (RPGs) have been associated with gaming disorders because of the addictiveness and immersion experienced by gamers. Advertisers have capitalized on this gaming trend by having gamers watch advertisements, often in return for earning in-game currency. In this study, we explored the intersection of role-playing and loot-box mobile gaming, in particular examining the association with gaming disorders and ad watching and the role of game spending. An online survey was conducted (n = 595) in which we recruited participants who play four popular loot-box RPGs on their mobile devices. In line with previous research, we found similarities between these players and those with disordered gaming and an association with increased game and gaming involvement. We found that different spending habits based on gamer classifications have unexpected associations with the willingness of gamers to watch ads. Our results have implications for loot-box gamers, game designers, and advertisers, as we believe that addicted loot-box gamers, because of the association between loot-box games and gambling, may be experiencing a form of morbidity and that these gamers may be more susceptible to such addictions.RésuméLes jeux mobiles comportant un coffre à butin sont associés à la pratique des jeux vidéo en raison de l’incertitude liée à la valeur de l’achat, et la propension des joueurs à continuer de dépenser. Les jeux de rôle ont été liés au jeu compulsif en raison de la dépendance et de l’immersion des joueurs. Les annonceurs profitent de cette tendance au jeu en forçant les joueurs à regarder fréquemment des annonces afin d’obtenir de la monnaie du jeu en question. Cette recherche se penche sur le point d’intersection du jeu de rôle et du coffre à butin dans les jeux mobiles, et particulièrement sur l’association à des troubles liés au jeu, à la visualisation d’annonces et au rôle des dépenses en jeu. Un sondage en ligne a été mené (n = 595) en recrutant les participants parmi les personnes qui jouent sur leur appareil mobile à quatre jeux de rôle prisés offrant un coffre à butin. Tout comme dans les recherches précédentes, nous avons constaté des similarités avec le jeu compulsif et leur association à l’augmentation des jeux et de la pratique du jeu. Nous avons également constaté que différentes habitudes de dépenses fondées sur la classification des joueurs sont liées de manière inattendue au consentement des joueurs à regarder des annonces. Nos résultats comportent des implications pour les joueurs de jeux offrant un coffre à butin, les développeurs de jeux et les annonceurs, car nous sommes convaincus que les joueurs dépendants qui jouent à des jeux offrant un coffre à butin pourraient souffrir d’une forme de morbidité, et qu’ils pourraient être plus susceptibles à de telles dépendances.


2018 ◽  
Vol 8 (2) ◽  
pp. 55-67
Author(s):  
Mehran Gholizadeh ◽  
Fattaneh Taghiyareh ◽  
Saeed Alvandkoohi

The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player typology literature including precision, perfection, punctuality, presence, and pace. To this end, we analyzed the activities of players in a mobile educational game and then tried to classify players based on their preferences in how to deal with the game. Furthermore, as a step toward determining the association of features with each other, multiple linear regression analysis was conducted. The outcome of the investigations resulted in a model representing player interaction with the game in a way that it could be used to classify different types of players in educational mobile games.


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