eprintid: 16735 rev_number: 2 eprint_status: archive userid: 1 dir: disk0/00/01/67/35 datestamp: 2023-12-19 03:23:15 lastmod: 2023-12-19 03:23:15 status_changed: 2023-12-19 03:06:48 type: article metadata_visibility: show creators_name: Hussain, A. creators_name: Abbasi, A.Z. creators_name: Hollebeek, L.D. creators_name: Schultz, C.D. creators_name: Ting, D.H. creators_name: Wilson, B. title: Videogames-as-a-service: converting freemium- to paying-users through pop-up advertisement value ispublished: pub note: cited By 12 abstract: Purpose: Though the videogame literature is thriving, little remains known regarding the effectiveness of pop-up ads that appear in videogames. Addressing this gap, this study, therefore, aims to explore pop-up ads as an important tool to prompt gamer-perceived advertisement value and their subsequent intent to install the advertised videogame. Design/methodology/approach: To frame the analyses, the authors adopt and extend Ducoffe�s advertising value model by incorporating the visual/audio aesthetic videogame components that are largely overlooked in prior research. Using a self-administered survey, data were collected from 321 online gamers. The authors tested the model by using partial-least-squares-based structural equation modeling (PLS-SEM). Findings: The results indicate that pop-up ad-related incentives, entertainment, credibility, personalization, audio aesthetics and irritation significantly affect user-perceived ad value. In turn, perceived ad value was found to affect players� intent to install the advertised videogame. Research limitations/implications: Though the findings corroborate the importance of pop-up ads being perceived as informative and/or entertaining, they also emphasize the value of personalized ads, ad-related incentives and audio aesthetic, which impact gamers� intent to install the advertised videogame. Practical implications: This study advances managerial understanding of videogame-based services, which is expected to be particularly useful for freemium-based videogame marketers and developers. Originality/value: By extending Ducoffe�s model of advertising value, the authors apply the proposed framework in the online videogaming-based pop-up ad context, and explore the effect of user-perceived pop-up ad value on their intent to install the advertised videogame. © 2021, Emerald Publishing Limited. date: 2022 publisher: Emerald Group Holdings Ltd. official_url: https://www.scopus.com/inward/record.uri?eid=2-s2.0-85111828250&doi=10.1108%2fJSM-05-2020-0164&partnerID=40&md5=6fcb526712ad8a497cc5a79cd9cb8808 id_number: 10.1108/JSM-05-2020-0164 full_text_status: none publication: Journal of Services Marketing volume: 36 number: 3 pagerange: 398-415 refereed: TRUE issn: 08876045 citation: Hussain, A. and Abbasi, A.Z. and Hollebeek, L.D. and Schultz, C.D. and Ting, D.H. and Wilson, B. (2022) Videogames-as-a-service: converting freemium- to paying-users through pop-up advertisement value. Journal of Services Marketing, 36 (3). pp. 398-415. ISSN 08876045