01이 칸의 논문
- Learning User Play-Then-Pay Behaviors in Digital Games: A Dynamic Perspective
- Content Promotion for Online Content Platforms with the Diffusion Effect
- Frame by Fame: Content Creation on Short Video-Format Platforms
- Understanding of the Dynamics of Mobile Reading: An HMM Model of User Engagement and Content Consumption
- An empirical study of play duration and in‐app purchase behavior in mobile games
02같은 주제, 다른 방법
- Don’t Count Non-Targeted Seeding Out Just Yet
- How Effective Is Subsidizing Access to Broader Digital Educational Content? Evidence from a Large-Scale Field Study on a Reading App
- User-Generated Content Platforms: Managing the Relationship Triangle
- From Growth to Monetization: Managing Freemium Services
- The Impact of Customer Information on Service Supply and Demand: Evidence from a Large Live-Streaming Experiment
- It’s Showtime: Live-Streaming E-commerce and Optimal Promotion Insertion Policy
- Crowding-Out in Content Monetization Under Pay What You Want: Evidence From Live Streaming
- Is In-Game Purchase a Guilty Pleasure? Negative Beliefs and Treatment
- Content proliferation and narrowcasting in the age of streaming media
- Fly with the wings of live‐stream selling—Channel strategies with/without switching demand