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Gamblified digital product offerings: an experimental study of loot box menu designs

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
Artikel, Zweitveröffentlichung, Verlagsversion

Kurzbeschreibung (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.

Typ des Eintrags: Artikel
Erschienen: 2024
Autor(en): Adam, Martin ; Roethke, Konstantin ; Benlian, Alexander
Art des Eintrags: Zweitveröffentlichung
Titel: Gamblified digital product offerings: an experimental study of loot box menu designs
Sprache: Englisch
Publikationsjahr: 26 März 2024
Ort: Darmstadt
Publikationsdatum der Erstveröffentlichung: Juni 2022
Ort der Erstveröffentlichung: Berlin ; Heidelberg
Verlag: Springer
Titel der Zeitschrift, Zeitung oder Schriftenreihe: Electronic Markets : The International Journal on Networked Business
Jahrgang/Volume einer Zeitschrift: 32
(Heft-)Nummer: 2
DOI: 10.26083/tuprints-00023501
URL / URN: https://tuprints.ulb.tu-darmstadt.de/23501
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Herkunft: Zweitveröffentlichung DeepGreen
Kurzbeschreibung (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.

Freie Schlagworte: Gamblification, Gambling, Gamification, Digital business models, Loot box, Prospect theory
Status: Verlagsversion
URN: urn:nbn:de:tuda-tuprints-235016
Zusätzliche Informationen:

JEL Classification: C91 • D91 • M38

Sachgruppe der Dewey Dezimalklassifikatin (DDC): 000 Allgemeines, Informatik, Informationswissenschaft > 004 Informatik
300 Sozialwissenschaften > 330 Wirtschaft
Fachbereich(e)/-gebiet(e): 01 Fachbereich Rechts- und Wirtschaftswissenschaften
01 Fachbereich Rechts- und Wirtschaftswissenschaften > Betriebswirtschaftliche Fachgebiete
01 Fachbereich Rechts- und Wirtschaftswissenschaften > Betriebswirtschaftliche Fachgebiete > Fachgebiet Information Systems & E-Services
Hinterlegungsdatum: 26 Mär 2024 14:16
Letzte Änderung: 15 Apr 2024 09:58
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