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Does fun or freebie increase in-app purchase?

Moonkyoung JangRumi LeeByungjoon Yoo
Published in: Inf. Syst. E Bus. Manag. (2021)
Keyphrases
  • computer games
  • real world
  • electronic commerce
  • user experience
  • mobile applications
  • purchase behavior
  • database
  • real time
  • information retrieval
  • case study
  • image segmentation
  • search algorithm
  • decision process