Internet of Things: Providing Services Using Smart Devices, Wearables, and Quantified Self

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    Pricing of Virtual Goods and Designing Game Challenge Level for Free-to-Play Mobile Games in the Presence of Copycat Competitors
    (2018-01-03) Civelek, Ismail; Liu, Yipeng; Marston, Sean
    In-game purchases, virtual currency, content design for heterogeneous consumers and strong competition are key challenges for mobile game providers. This study addresses determination of optimal game design strategies for game providers in the presence of heterogeneous players and copycat competitors. Moreover, this paper incorporates pricing of virtual goods/currency into the Free-to-Play (F2P) mobile game design via a duopoly model and characterizes the optimal strategies for game providers in terms of pricing of virtual goods/currency and the game challenge level.
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    Pricing of Games as a Service: An Analytical Model for Interactive Digital Services with Hedonistic Properties
    (2018-01-03) Keskin, Tayfun
    This study explores optimal pricing strategies in games and other interactive digital goods under incomplete information, when bundling is an option. Drawing from research on the pricing of information goods, we propose a pattern of optimal pricing strategies in which hedonic characteristics affect the utility of interactive digital goods and services. This is a new approach to games, to treat them as a service to determine pricing strategies. Findings reveal that there is an optimal pricing solution for firms in the gaming industry. This finding holds both in bundling and non-bundling cases. Utilizing analytical modeling methodology, we propose pricing-inspired business strategies to the firms operating in the digital gaming industry. Our findings could also be applied to other hedonic interactive digital goods and services. Overall, this study contributes to the existing pricing theories in digital services and information goods.
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    The Internet of Things, Teamwork, and Service Projects
    (2018-01-03) Wang, Ziye (Randy); Kennedy, Deanna
    The Internet of Things (IoT) has made inroads into many aspects of our lives. The application of IoT has enhanced our workplace with such technologies as RFID sensors for tracking and replenishing resources. Yet, there is limited research about the way human processes, and in particular, team processes are changed by IoT objects. Herein, we focus on sociotechnical systems theory in order to connect IoT and team processes, where IoT objects are differentiated based on functionality. We draw on the team process framework to clarify the type of task-oriented activities team members engage in over time as they collectively complete work projects. We connect different IoT objects to team processes and propose that the synergies may enhance team efficiencies and effectiveness. As well, we provide a real-world scenario about air conditioning service that illustrates how different IoT objects may be introduced to affect the team processes that apply.