TY - JOUR
T1 - To pay or not to pay
T2 - understanding mobile game app users' unwillingness to pay for in-app purchases
AU - Salehudin, Imam
AU - Alpert, Frank
N1 - Publisher Copyright:
© 2021, Emerald Publishing Limited.
PY - 2021
Y1 - 2021
N2 - Purpose: Worldwide In-app Purchase (IAP) revenues reached almost US$37 billion in 2017 and doubled that in 2020. Although the revenue from IAPs exceeds those from paid apps, only 5% of total app users make any IAPs. This paper investigates why some users will not make IAPs and develop a novel concept of users' Perceived Aggressive Monetization of IAPs as an alternative framework to explain IAP behavior. Design/methodology/approach: Given the newness of IAPs, this study uses qualitative research to understand the phenomenon and develop a model to explain the decision to spend on IAPs. In total, this study collected 4,092 unique user-generated comments from app user review sites and social media webpages where users discuss in-app purchasing. Findings: The analysis reveals recurring themes that explain user unwillingness to make in-app purchases, such as conflicting meanings of free-to-play, perceived unfairness and aggressive monetization of IAP by app publishers, and self-control issues. Subsequent user interviews support the themes and suggest that IAP spending might be more impulsive. Originality/value: The paper develops a new concept of perceived aggressive monetization. Additionally, it proposes a novel theoretical framework that future researchers can use to understand why some mobile game users are unwilling to pay for IAPs.
AB - Purpose: Worldwide In-app Purchase (IAP) revenues reached almost US$37 billion in 2017 and doubled that in 2020. Although the revenue from IAPs exceeds those from paid apps, only 5% of total app users make any IAPs. This paper investigates why some users will not make IAPs and develop a novel concept of users' Perceived Aggressive Monetization of IAPs as an alternative framework to explain IAP behavior. Design/methodology/approach: Given the newness of IAPs, this study uses qualitative research to understand the phenomenon and develop a model to explain the decision to spend on IAPs. In total, this study collected 4,092 unique user-generated comments from app user review sites and social media webpages where users discuss in-app purchasing. Findings: The analysis reveals recurring themes that explain user unwillingness to make in-app purchases, such as conflicting meanings of free-to-play, perceived unfairness and aggressive monetization of IAP by app publishers, and self-control issues. Subsequent user interviews support the themes and suggest that IAP spending might be more impulsive. Originality/value: The paper develops a new concept of perceived aggressive monetization. Additionally, it proposes a novel theoretical framework that future researchers can use to understand why some mobile game users are unwilling to pay for IAPs.
KW - Freemium pricing
KW - Impulsive buying
KW - In-app purchases
KW - Perceived aggressive monetization
KW - Qualitative
KW - Unwillingness to pay
UR - http://www.scopus.com/inward/record.url?scp=85118560924&partnerID=8YFLogxK
U2 - 10.1108/JRIM-02-2021-0053
DO - 10.1108/JRIM-02-2021-0053
M3 - Article
AN - SCOPUS:85118560924
SN - 2040-7122
VL - 16
SP - 633
EP - 647
JO - Journal of Research in Interactive Marketing
JF - Journal of Research in Interactive Marketing
IS - 4
ER -