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Peer influence through word-of-mouth (WOM) plays an important role in many information systems but identification of causal effects is challenging. We identify causal WOM effects in the empirical setting of game adoption in a social network for gamers by exploiting differences in individuals’...
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Virtual Worlds seem to offer firms new opportunities for managing the convergence among technology, organization and business. The complex relation between people and their avatars and the capability to engage users into active participation yielded relevant insights in marketing and business...
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It is well established in the literature that customer retention is at least as important as customer acquisition, especially in the freemium-based virtual economy, in which individuals are connected by multi-relational social networks, such as the “friendships” and “guilds” (virtual...
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Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs), social networking sites (SNSs) and other online hangouts. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game...
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