Adam, Martin ; Roethke, Konstantin ; Benlian, Alexander (2024)
Gamblified digital product offerings: an experimental study of loot box menu designs.
In: Electronic Markets : The International Journal on Networked Business, 2022, 32 (2)
doi: 10.26083/tuprints-00023501
Article, Secondary publication, Publisher's Version
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Item Type: | Article |
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Type of entry: | Secondary publication |
Title: | Gamblified digital product offerings: an experimental study of loot box menu designs |
Language: | English |
Date: | 26 March 2024 |
Place of Publication: | Darmstadt |
Year of primary publication: | June 2022 |
Place of primary publication: | Berlin ; Heidelberg |
Publisher: | Springer |
Journal or Publication Title: | Electronic Markets : The International Journal on Networked Business |
Volume of the journal: | 32 |
Issue Number: | 2 |
DOI: | 10.26083/tuprints-00023501 |
Corresponding Links: | |
Origin: | Secondary publication DeepGreen |
Abstract: | To augment traditional monetization strategies, digital platform providers increasingly draw on gamblification (i.e., the use of gambling design elements). By means of gambling design elements (e.g., lottery tickets, scratch cards, loot boxes), platform providers do not only entertain users but also incentivize them to purchase digital products. Yet, despite the increasing prevalence of gamblified digital platforms, little is known about how gamblification influences user purchase behaviors. Drawing on prospect theory, we investigate gamblification in the form of loot box menu designs and the associated effects of uncertainty, loss experience and behavioral control on user purchase behavior. Specifically, we conducted a contest-based online experiment with 159 participants, finding that platform providers can profit from offering loot boxes with certain (vs. uncertain) rewards in loot box menus. Furthermore, this effect intensifies when participants previously experienced a loss and decreases when they perceive to have more control over the result. Thus, our findings provide theoretical and practical insights for a better understanding of gamblification in general and of loot box menu designs for enhancing digital business models in particular. |
Uncontrolled Keywords: | Gamblification, Gambling, Gamification, Digital business models, Loot box, Prospect theory |
Status: | Publisher's Version |
URN: | urn:nbn:de:tuda-tuprints-235016 |
Additional Information: | JEL Classification: C91 • D91 • M38 |
Classification DDC: | 000 Generalities, computers, information > 004 Computer science 300 Social sciences > 330 Economics |
Divisions: | 01 Department of Law and Economics > Betriebswirtschaftliche Fachgebiete > Fachgebiet Information Systems & E-Services |
Date Deposited: | 26 Mar 2024 14:16 |
Last Modified: | 11 Apr 2024 07:34 |
SWORD Depositor: | Deep Green |
URI: | https://tuprints.ulb.tu-darmstadt.de/id/eprint/23501 |
PPN: | 51701520X |
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