Trang Nguyen , Jengchung Victor Chen , Julius Wonodihardjo
{"title":"Two faces of freemium strategy in social games: The interplay between perceived enjoyment, envy, and in-app purchase intention","authors":"Trang Nguyen , Jengchung Victor Chen , Julius Wonodihardjo","doi":"10.1016/j.im.2025.104184","DOIUrl":null,"url":null,"abstract":"<div><div>In freemium social games, disparities between paid and free players could evoke negative experiences, particularly when paid players gain significant advantages by purchasing in-game items. Drawing on affordance theory and social comparison theory, this experimental study reveals that both positive (e.g., perceived enjoyment) and negative (e.g., benign envy) experiences strengthen players’ willingness to make in-app purchases. Perceived enjoyment is positively associated with skill–challenge balance, social interaction, and control, while both benign and malicious envy are induced by fairness. Notably, a state of skill–challenge imbalance is also found to drive perceived enjoyment, providing a critical extension to the existing literature on enjoyment experiences in gaming contexts.</div></div>","PeriodicalId":56291,"journal":{"name":"Information & Management","volume":"62 7","pages":"Article 104184"},"PeriodicalIF":8.2000,"publicationDate":"2025-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information & Management","FirstCategoryId":"91","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0378720625000874","RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
引用次数: 0
Abstract
In freemium social games, disparities between paid and free players could evoke negative experiences, particularly when paid players gain significant advantages by purchasing in-game items. Drawing on affordance theory and social comparison theory, this experimental study reveals that both positive (e.g., perceived enjoyment) and negative (e.g., benign envy) experiences strengthen players’ willingness to make in-app purchases. Perceived enjoyment is positively associated with skill–challenge balance, social interaction, and control, while both benign and malicious envy are induced by fairness. Notably, a state of skill–challenge imbalance is also found to drive perceived enjoyment, providing a critical extension to the existing literature on enjoyment experiences in gaming contexts.
期刊介绍:
Information & Management is a publication that caters to researchers in the field of information systems as well as managers, professionals, administrators, and senior executives involved in designing, implementing, and managing Information Systems Applications.