Abstract
Non-advertising-based mobile apps face several critical challenges when trying to monetize their free services—among them, the choice of pricing strategies (hard landing vs. soft landing; i.e., a “pay or churn” paywall vs. continuing to offer limited free services to existing users after monetization) and aspects of product design (whether to provide exclusive secondary offerings to paying users). The authors implemented a large-scale randomized field experiment with an app firm to test the causal effects of such pricing and product design strategies. Results show that both soft landing and exclusive secondary offerings decrease existing app users’ willingness to subscribe, but there is a positive interaction between these two strategies on subscriptions. The authors propose a theoretical framework, discuss potential mechanisms that might be at play, and conduct robustness checks to rule out several alternative explanations. A customer survey by the firm and an experiment on Prolific provide further support for the theoretical mechanism. To assess generalizability, the authors conducted a second field experiment and obtained consistent results. They also report the results from the actual implementation of the best-performing strategy by the firm. This research provides guidance on possible theoretical underpinnings of users’ responses and important managerial implications for app monetization.
The global revenue of mobile apps in 2020 reached $111 billion, with a 24% increase year-on-year (Iqbal 2021). However, profits continue to be elusive for mobile firms. Over 90% of mobile apps start as free (Appel et al. 2020), with the intention of quickly building a sizable user base and then monetizing the app by leveraging that base. For app firms, monetization is essential when leveraging the app's user base to create a revenue stream. To monetize its service, an app can adopt either an advertising-based (ad-based) or a non-advertising-based (ad-free) model. In the former, app firms can earn revenue from advertisers based on the traffic generated by free users. Firms can offer two versions of the app—an ad-supported one that is free or a premium version where users pay to avoid the ads.
In-app ads come at a cost. About 60% of smartphone users in the United States complain that in-app ads are disruptive (Macquarrie 2018, quoting Forrester). Ads interrupt usage and degrade user experience. Moreover, due to increasing privacy concerns, users favor in-app ads less (Gui, Nagappan, and Halfond 2017). New privacy regulations worldwide have also constrained an app's ability to monetize through advertising by leveraging user data. For example, in 2018 China launched the Personal Information Security Specification (like the European Union's General Data Protection Regulation), which protects the personal information of individual users, especially sensitive data such as medical, health care, and banking account information and the personal information of minors (Cyberspace Administration of China 2021). Since in-app third-party ads can lead to the insecure transmission of user data (user demographics, usage behavior, etc.) and to the unauthorized dissemination of data to advertisers and other third parties, the regulation largely restricts the adoption of the ad-based model for certain types of mobile apps. In this regard, the ad-free model results in an improved app user experience. It also saves on the cost of serving (nonpaying) users, as the ad-based model needs a considerably larger user base to generate substantial revenues and to break even (Gobry 2011). Generating such a large user base comes with a big marketing expense. The operational costs of supporting a large base of nonpaying customers can quickly burn through a firm's cash reserves and divert the firm's resources away from app development (Solomon 2019). According to Apptopia (2019), 30% of developers across Google Play and App Store preferred to earn revenue from the app's service (in-app purchases and subscriptions), whereas 24% chose an ad-based model.
In this article, we are interested in understanding how a costless, ad-free app that wants to remain ad-free should monetize its services for its existing user base. There are two features that distinguish our study: (1) our focus on revenue generation from existing users and (2) our consideration of alternative monetization (pricing) strategies. Regarding point 1, consider an app that has launched with a completely free version with full functionality and transitions to a paid regime. 1 At the time the app transitions to a paid service, the monetization strategy needs to account for users who previously used the app for free (existing users) and for users who discovered the app after monetization (new users). The two user types need to be addressed differently; whereas the former has some experience with the app and its functionality, the latter does not. New customer acquisition and existing user monetization are two important metrics of an app firm's growth. The prioritization of which metric to focus on depends on the stage of a firm's life cycle. For firms at the early start-up stage, growth rate is crucial for capturing market share and attracting venture capital, so new customer acquisition is the priority. For this, firms boost acquisition by offering free services but pay to support free traffic. After a firm builds a significant user base, the firm will likely face a slowdown in growth rate. At this stage, the firm needs to figure out efficient ways to convert the existing traffic into revenue via monetization with the priority shifting to the monetization of existing users. 2 The lack of efficient and timely monetization can lead to a loss in users, as the firm no longer has the revenue to support product enhancement to retain customers. 3 Thus, for financial survival, monetizing existing free users is crucial when growth slows and reaches saturation (Gazdecki 2020). 4 Further, the literature on online content monetization has largely focused on the impact of pricing on new user adoption (Arora, Hofstede, and Mahajan 2017; Deng, Lambrecht, and Liu 2022; Pauwels and Weiss 2008), rather than existing users’ conversion—the focus of this study.
Regarding point 2, our consideration of alternative pricing strategies, monetization strategies in the absence of ads have followed one of two different pricing approaches: “hard landing” and “soft landing.” The hard-landing approach includes a “bulletproof” paywall, for example, the “pay or churn” approach of Hiya or Synergy (mentioned previously in footnote 1). A subset of existing users who have experience with the service and value its content are the most likely to pay for access, whereas price-sensitive consumers and those who no longer value the app as much (e.g., due to satiation from previous consumption; Appel et al. 2020) are likely to churn. Such an approach transitions users enrolled under the free regime to either pay for or stop using the app but may drive away some existing users who could become paying users. Attracting new users would then require that the app have a separate mechanism (e.g., a limited-time promotion) in place so these users could learn about the quality of the app before moving to the paid option or quitting. The soft-landing approach has the paid option as before but also a free component for existing (and new) users. In other words, consumers can pay and get the full service or not pay and still get some limited functionality for free. This limited functionality could be in terms of (1) indefinite limited content with full access 5 or (2) unlimited content access for a finite time period. 6 Existing users can, without quitting, simply avail themselves of the free portion.
We conducted a survey of 55 experienced executives from internet firms across different industries in Asia, including mainland China, Hong Kong SAR, and Thailand, to understand their perspectives on these two monetization strategies (see Web Appendix A). We found conflicting perceptions, with 16.36% of surveyed executives preferring hard landing, 74.55% preferring soft landing, and 9.09% who thought the choice would not make a difference in terms of the conversion rate. Importantly, the theoretical literature also does not provide clear insights into which pricing strategy to choose in the monetization of existing users. On the one hand, a low-consumption user who is nevertheless not price sensitive could end up preferring the free option under soft landing but would have paid in the hard-landing scenario. The presence of an “outside” option to payment, which dominates disengaging from the app, may therefore cannibalize consumers who pay (Lin, Venkataraman, and Jap 2013). Thus, from basic utility theory (Anderson, Hansen, and Simester 2009; Fishburn 1968; Hauser and Wernerfelt 1990; Roberts and Lattin 1991), the perceived value of the limited free service in soft landing may dissuade users from paying for the content. This theory would suggest adopting hard landing. On the other hand, the free option allows less well-informed consumers to continue engaging with the firm and its content (see Appel et al. 2020), which could eventually lead to a subset of them adopting the product. The learning motive (Erdem and Keane 1996; Iyengar, Ansari, and Gupta 2007; Narayanan, Manchanda, and Chintagunta 2005), even among existing users, might therefore justify a soft-landing approach.
Since monetization of a previously free app imposes a monetary cost and a loss in utility for the user (Kahneman and Tversky 1979; Kőszegi and Rabin 2007), app firms often choose to enhance the value of their offerings by, for example, providing additional features unrelated to the main service only to subscribers. 7 These exclusive “secondary” offerings (ESO) are widespread in subscription-based content services. The presence of ESO poses a challenge when studying monetization strategies for apps, as it is unclear a priori what effect they may have on conversion. Utility theory suggests that ESO can provide extra utility (or at least will not negatively influence value conditional on a fixed price; Thaler 1985). Yet, a series of behavioral studies has indicated that it can hurt users’ perceived value of the service (Hsee 1998; Hsee and Zhang 2010; List 2002). Further, the role of ESO is unclear in hard- versus soft-landing situations. Apart from the conflicting theoretical predictions, the aforementioned executive survey also indicated divergent perspectives on the effectiveness of ESO, with 43.64% believing that ESO can boost conversion rates, 41.82% believing otherwise, and 14.54% noting that it does not make any difference. Again, the marketing literature does not provide guidance on monetization strategies in the presence of ESO.
With the previous discussion as background, we ask the following research questions. (1) What is the impact of a hard- versus soft-landing monetization policy on the conversion rate of existing users when transitioning from a free to a paid service? (2) What is the impact of ESO on the conversion rate of existing users? (3) What is the interaction effect between the soft-landing policy and ESO on the conversion rate of existing users? We are interested in situations where apps launch only a fully featured free version, obtain a base of existing users, and then transition to a paid version. Because this approach is common in the app world (Appel et al. 2020), we believe our study provides useful insights to researchers interested in studying the trade-offs inherent in these pricing moves and to practitioners looking to monetize their apps.
We first provide a conceptual framework that sheds light on the theoretical bases for our expectations and potential findings from our empirical analysis. Next, to obtain causal estimates of the effects of monetization strategies and ESO on purchases/conversions of existing users, we conducted a large-scale field experiment with an online education app. The app offered free e-reading materials to K–12 students (mainly elementary and middle school levels). Prior to the experiment, the company provided content solely via an ad-free mobile app. Our interview with the CEO of the firm confirmed that the app was struggling to choose between the hard- and soft-landing options, with the CEO expressing some preference for the latter approach. The firm was also considering providing ESO (without any features permitting social interactions), regardless of the monetization path chosen. This made the app an ideal testing ground for our research questions. The first experiment to answer our research questions involved user-level data from approximately 2 million users located in 99 cities in China. Randomization was implemented at the city level, and estimates from a model of existing users deciding to subscribe are clustered accordingly. We also explored the heterogeneity effects with a machine-learning approach, generalized random forests (GRF). To assess generalizability, we conducted a second experiment with a different operationalization of soft landing on the same app and obtained consistent results. Importantly, we leverage the findings from a follow-up experiment we conducted on Prolific, along with a customer survey run by the firm after the first experiment, to provide support for our conceptualization. We also ran a battery of robustness checks to rule out or control for alternative explanations.
Contributions
First, we extend the research on service or mobile app monetization to an ad-free context. With different revenue sources, monetization strategies of ad-free and ad-based businesses are likely to be fundamentally different, and thus findings from the context of an ad-based model may not be applicable to an ad-free model. In the aforementioned executive survey, 85.45% responded that ad-free and ad-based business models are inherently different in terms of their revenue sources and sustainability (see summaries on the differences in Table WA4 of Web Appendix A2). No current marketing research has looked into app monetization in an ad-free context.
Second, we study the trade-offs inherent in the pricing and product-offering strategies of apps. While prices are explicitly the focus of monetization, both the design of the free content in soft landing and the nature of ESO pertain to aspects of the firm's product offering. Here, we find that hard landing is preferred to soft landing (contrary to executive beliefs)—the main effect—but that ESO can mitigate the effects of soft landing—the interaction effect. Theoretically, we find that this stems from the perceived value of subscribing being lower in the soft-landing case (due to the presence of free content). Further, providing ESO can offer a higher perceived value of exclusivity in accessing ESO experienced by paying users in the soft-landing condition (as free users do not have access) than that in the hard-landing condition (as no free users exist). Importantly, the finding that hard landing leads to higher conversions does not conflict with a firm's need to continue to attract new users. As long as new users are provided free access for a limited time period, and at the time of monetization the user is only choosing between paying and not using the app anymore, the firm can attract new users while monetizing existing ones.
Third, this study provides important actionable implications for marketing practitioners. Specifically, our empirical approach illustrates how a mobile app can be designed to align its pricing strategies and ESO with monetization in an ad-free context. App firms should reconsider providing free services when switching from a free to a paid model and must be cautious when offering ESO to paying users as a “bonus.” As evidence, the firm that ran the experiment has now adopted the hard-landing strategy while providing time-limited free content to new users.
Literature Review
Our research is related to two research areas: online content monetization and app premium pricing. Table WB1 in Web Appendix B1 presents selected literature in each stream with differences between this article and the literature. Next, we discuss how this research is distinct from and contributes to the related literature in each stream.
Online Content Monetization
Research has shown that consumers are reluctant to pay even small monetary amounts for online content (Ascarza, Lambrecht, and Vilcassim 2012; Chiou and Tucker 2013; Papies, Eggers, and Wloemert 2011; Shampanier, Mazar, and Ariely 2007). The literature indicates that the use of a free online service leads consumers to become accustomed to the free status and induces an unwillingness to pay when the service becomes fee-based. Lambrecht et al. (2014) conducted a retrospective review of the revenue models usually adopted by online content providers: selling digital content, brokering consumer information, or displaying advertisements. While they suggest that related monetization research in the domain of the mobile internet is scant, some studies have explored the monetization strategy of online content using an ad-based model (Godes, Ofek, and Sarvary 2009; Kumar 2014; Kumar et al. 2012; Lambrecht and Misra 2016; Lee, Kumar, and Gupta 2015; Li and Cheng 2014; Pauwels and Weiss 2008; Prasad, Mahajan, and Bronnenberg 2003). A stream of research also examined how the monetization strategy affects user retention and engagement on the platform in an ad-based context (Choi and Mela 2019; Gu et al. 2022; Kanuri, Mantrala, and Thorson 2017; Pattabhiramaiah, Sriram, and Manchanda 2019; Yan, Miller, and Skiera 2022; Zubcsek, Katona, and Sarvary 2017).
Our research substantively differs from previous research in the literature. We explore the monetization strategy of a firm in an ad-free context. Existing literature on online-content monetization strategies is based on an advertising revenue model, or at least takes place in an ad-based context. The ad-free model is fundamentally different from the ad-based one, as noted previously, due to the distinct revenue model in which the only revenue for the content provider comes from the content itself. With different revenue sources, findings from the context of an ad-based model may not be applicable to an ad-free model. Empirical studies have yet to explore ad-free apps’ monetization strategies for services that are initially free. Moreover, in contrast to observational studies, we adopt randomized field experiments to assess the causal impact of monetization strategies on the purchases/conversion rate. We can therefore observe and track the entire process of an app switching from free to paid and examine users’ responses to the change.
App Freemium Pricing
Our research is also related to a stream of studies on freemium pricing, in which the firms offer both free and paid versions of a digital service (Appel et al. 2020; Arora, Hofstede, and Mahajan 2017; Deng, Lambrecht, and Liu 2022; Goli, Reiley, and Zhang 2022; Gu, Kannan, and Ma 2018; Halbheer et al. 2014; Lee, Zhang, and Wedel 2021; Li, Jain, and Kannan 2019; Runge, Nair, and Levav 2021). Freemium is mostly seen in digital content with an ad-based business model. Though it does not charge users directly, the free version can still earn revenue from ads through the traffic generated. However, in the ad-free model, without revenue from advertisements, free usage does not bring any direct revenue to the firm (beyond the learning motive and future revenues that we discuss in this article). By contrast, free users entail an operating cost to firms, and in the short run, firms incur a net loss. Thus, we rarely see firms offer both free and paid versions concurrently in an ad-free model. Different from the existing freemium literature, our study explores the monetization strategy of a free service in an ad-free context with the app switching from free to paid.
Further, the context we study uses a different business model, which sets different expectations for users. In a freemium model, a user can see both the free and paid service when starting the service and expects to pay premium fees to upgrade the service. Different from previous studies, we focus on comparing switching from “free” to “freemium” (soft landing) to a strategy of changing from “free” to “premium” (hard landing). In our context, a user only sees free full services at the start. After the service starts to monetize (switching from free to a paid regime), existing users must pay a fee to continue the full service; new users get a limited-time free trial, but they would still pay to continue the service after the free trial. Moreover, most current studies have been conducted with secondary data from mobile app markets such as the App Store, which can potentially lead to endogeneity concerns and survivor bias. In our study, we adopt a field experiment approach to better address these issues. Because the existing literature does not provide clear answers to our research questions, we examine them empirically via field experiments.
Conceptual Framework
In this section, we discuss the predictions of perceived value theory on our three research questions: (1) What are the main effects of hard- versus soft-landing monetization policies in terms of their conversion rates? (2) What is the impact of ESO on the conversion rate? (3) What is the interaction effect between the pricing strategy and ESO on the conversion rate?
Hard- Versus Soft-Landing Effectiveness
In the hard-landing case, the consumer is choosing between (1) paying and accessing the content and (2) not paying and quitting (choosing the “outside” option). In the soft-landing case, the consumer is instead choosing among three options: (1) paying for content, (2) not paying and quitting, and (3) not paying and enjoying some free content. Drawing on utility theory (Anderson, Hansen, and Simester 2009; Fishburn 1968; Hauser and Wernerfelt 1990), we suppose that the utility associated with option 1 (paying and accessing the content) is the same under both hard landing and soft landing. Since quitting the platform implies no utility, the utility associated with option 2 is 0 (or can be normalized to 0 with no loss in generality). Option 3 under soft landing provides some positive utility to the existing users who do not want to pay. We expect the utility associated with this option to be higher than that from quitting but lower than the utility from accessing all the content, and for some users it may exceed the utility of option 1, net the price to be paid. Thus, the presence of the free option 3 can decrease the perceived value of the paid option 1 in the soft-landing condition. So the probability of subscribing and paying is likely to be smaller under soft landing. 8
Soft landing can be operationalized in two ways. In one way, users obtain time-unlimited access to a limited subset of the app's content (the limited-free-content scenario). In another way, users gain full but time-limited access to all content on the app (the limited-free-time scenario). We test the effects of these two forms of the soft-landing approach in our two field experiments.
Exclusive Secondary Offerings (ESO) Effectiveness
ESO design is related to the bundling literature (Bakos and Brynjolfsson 2000; Derdenger and Kumar 2013; Stremersch and Tellis 2002). Specifically, bundling refers to the selling of two or more products and/or services at a single price (Yadav and Monroe 1993). In our context, the provision of ESO along with the main service (regardless of soft landing or hard landing) can be construed as a bundle offer. From utility theory (Anderson, Hansen, and Simester 2009; Fishburn 1968; Hauser and Wernerfelt 1990; Roberts and Lattin 1991), given the same price, the option with more offerings is objectively more valuable and will be chosen (i.e., “more is better”). In a separate stream of behavioral research on choice reversal, Hsee (1998) (see also Hsee and Zhang 2010; List 2002) suggests that when consumers do not see both options (in our case, this would be providing users the options of subscribing to the service with and without ESO separately and simultaneously), they could end up picking the option without ESO (i.e., “less is better”). Hsee has provided the theoretical rationale for this behavior with lab-based experiments. He finds that an objectively less valuable product can be evaluated more favorably than an objectively higher-value option when consumers are in a “separate evaluation mode” and are in the low-evaluability state for the important attributes of the option. In other words, the easy-to-evaluate characteristic, which is not necessarily the most important one and may have little relationship with the core value of the product, is used when an individual evaluates the two options separately. When the two options are evaluated jointly, the “less-is-better” effect is reversed, and the objectively higher-value option would be preferred.
In our case, when faced with having to pay in the separate evaluation mode, consumers may have difficulty identifying the value for the main content but may perceive the ESO to be inferior for achieving the app's goals, even though ESO has some value to users alone. Thus, including ESO in a package can backfire by lowering perceived value, even though the whole package is objectively more valuable. In other words, one potential mechanism for the negative effect of ESO is the high evaluability of the low value of the ESO. Simonson and O’Curry (1994) find that when a new product feature is perceived to be of little or no value, it decreases the brand's overall attractiveness. A related explanation for our expectation on the ESO's effectiveness is that when consumers are expected to pay, they might attribute the payment to the ESO rather than to the main service of interest. Because the ESO is not the main benefit consumers are seeking in the app, associating the ESO with the transition to a paid regime might lower the attractiveness of the app to consumers. Thus, whether consumers prefer the “objectively more valuable” option of the ESO (in addition to the access to the content) or show a “choice reversal” is an empirical question.
Exclusive Secondary Offering in the Presence of Soft Landing
Following the previous discussion on preference reversal with ESO, we examine further whether preference reversal would disappear in certain situations. The executive survey indicated divergent perspectives on the effectiveness of ESO at monetization. The marketing literature does not provide direct guidance on the effect of ESO in the presence of soft-landing monetization. A separate body of literature has identified consumers’ exclusivity-seeking behavior: drawing on utility theory, it suggests that the exclusivity of a product delivering uniqueness and status benefits can create extra value for consumers and, thus, enhance their willingness to pay (Amaldoss and Jain 2005a, b; Arifoğlu, Deo, and Iravani 2020; Tereyağoğlu and Veeraraghavan 2012). Behavioral research also shows that consumers are more likely to seek exclusivity in product domains seen as symbolic of identity, such as music or hairstyles (Berger and Heath 2007). Firms provide ESO to leverage its potential exclusivity value to paying users, as there is no access to ESO for the nonpayers.
Therefore, in our context, it is possible that the ESO provided in the soft-landing condition can be viewed as an exclusive benefit. In other words, we expect that the monetization strategy (hard landing vs. soft landing) would moderate the effect of ESO due to a different realization of exclusivity under these two strategies. When an app takes the hard-landing approach, users choose to either pay or leave. Therefore, the users who remain are all paying users. In this condition, “exclusivity” has no real meaning. However, in the soft-landing situation, some users can still use the app for free, as both free users and paying users coexist on the app. In this case, the ESO for paying users provides them with exclusivity, leading to a higher perceived value for the paid package. In our context, we expect that users will prefer having access to ESO when such offerings provide them with exclusivity value relative to free users (i.e., in the soft-landing condition).
Field Experiment 1: Limited Free Content
Experiment Design
Context
We designed and implemented field experiments with an app firm that offers articles, e-books, and audiobooks (see Web Appendix B1, Figure WB1). Mobile app is the only channel used by the firm. All the firm's main competitors also use mobile apps as their channels. The app is free to download and served over 4 million registered users across China in January 2019. There is no in-app social function, and users engage in self- and independent learning on the app. The reading materials on the app are not exclusive, and users can also find them on other platforms. Several characteristics make the focal app a top player with respect to its competitors. First, the ample content on the app makes it easy for users to find materials interesting to them at a low search cost without having to search multiple sources. Second, the sophisticated presentation of reading materials makes the app attractive: there are beautiful covers for each chapter or “episode” as well as well-designed, cute animal icons. Third, the highly interactive product design makes the reading experience more engaging than that of its competitors. Furthermore, after a user installs and registers the app, they are invited to take a reading-ability test and receive a reading-ability score. In the app's library, most books have a corresponding “text difficulty” score marked on the corner of the icon. Users can thus choose books that fit their reading ability, or they can opt out of the test. The reading-ability test in the app provides users a clear evaluation of their reading ability. At the same time, the text difficulty scores offer a useful reference for users to make appropriate selections given the vast content. The test also helps users gauge their reading status and progress. At the time of the field experiment, about 80% of the registered users had taken the test.
Figure 1 shows the total number of free users over time across all the cities that were part of Field Experiment 1 (hereinafter, Experiment 1) before monetization. The figure suggests a slowdown in growth around the time of monetization. In other words, indications are that under the free regime, the app was reaching saturation in terms of number of users. This saturation served as the motivation for the firm to focus the experiment on the monetization of existing users and not on new-user acquisition. The customers in Experiment 1 were existing users who had used the app for at least two days prior to the intervention, with the average user having used the app for about two weeks and therefore possessing knowledge of the app's content. The treatments in our field experiments were only applied to existing users of the app and did not affect any new users who might have joined after implementation of the monetization intervention. New users who registered on the app after monetization were provided with free trial offers.

Number of Registered Free Users in All Cities: Field Experiment 1.
In terms of concomitant changes that could affect the results of our experiments, we considered the influences of content quality and competition. No substantive changes were made to the content, and therefore no changes to app quality took place during the experiment. We also checked for any changes to the competitive landscape during the experiment. The firm identified 12 other platforms that were potential competitors. We focused on the following aspects: (1) whether there is any substantively new service added, and (2) whether there is any significant promotion activity, including price discount and media advertising. We observed no major changes in the services or prices of those apps during the period of the field experiments. Moreover, the prices that the focal app chose to charge fell in the industry’s typical range and were comparable to similar offerings in the market (see Table WB2 in Web Appendix B1).
The experiment
Prior to the experiment, users could read all content for free and could play a basic dress-up game (see Web Appendix B1, Figure WB1). In the game, users choose a virtual figure to represent themselves and select clothes, costumes, accessories, backgrounds, and so forth to dress up the figure for personalization. This is a very popular function in the app. Once the field experiment began, the company started charging existing users for previously free app content. The price change was not preannounced. For both new and existing users, the app was free to download after it started to charge, but the paid content required a subscription. We applied the treatment for each user without the need for a user-initiated app update: after the paid version was assigned, the app's page automatically changed on the next refresh. The company could apply a targeted treatment by toggling a certain “switch” in its background management system. When the switch was on for a user, that user’s app interface changed from the free to the paid version. The contents of the two versions (free vs. paid) were kept the same, but a paywall was added to limit access (indicated by a “VIP” mark on each article or book icon). The different treatments applied to various users correspond to the two goals of this study: soft landing and ESO. The presence or absence of these two conditions forms the basis for a 2 (soft landing vs. hard landing) × 2 (ESO available: yes vs. no) between-subjects experimental design.
We manipulated the free-content variable by providing either some or no free content. We term users provided with limited free content as soft-landing groups and those not provided free content as hard-landing groups. For the soft-landing users, the app included a “Free Zone” on the top of the app homepage, providing complete versions of some medium- to high-quality articles, book chapters, and audio tracks (see Web Appendix B1, Figure WB2). This free content represented less than 1% of the app's entire library—not coincidentally, the approximate amount read by an average user over (the previous) two weeks. Free users saw only an introduction to the remaining content. For users in the hard-landing groups, the app did not provide any free content after the switch to a paid model (no free zone provided). Users could read the content only with a paid subscription.
For the design of ESO, the firm wanted to build on the existing dress-up game function in the app to enhance the perceived value of the subscription package and relieve users of the potential “pain” of paying. When the app was free, the company observed a high rate of usage of this dress-up game, with over 90% of users actively playing. When the app switched from free to paid, it retained the basic features. In the field experiment, a series of newly designed fancier features added to the dress-up game were offered as ESO along with the paid subscription (see Figure WB2 in Web Appendix B1). The ESO was provided as bonus features, including fancier clothes and more appealing decorations in the dress-up game. The basic dress-up game under the free regime was still available to existing users, regardless of experimental condition. To test the impact of providing ESO on subscription behavior, ESO was available only to paying users in some groups and not in others. In the groups with ESO, the membership-benefits page explicitly highlighted that access was restricted to paying users, and many better-designed clothes, costumes, and other add-ons were marked with a VIP-exclusive icon. As there is no in-app social network, the ESO here is not social in nature. For the no-ESO groups, the dress-up game design in the app remained the same as before the switch. Figure 2 shows the experimental design and differences across groups. Apart from the aforementioned manipulations, all other design features remained consistent across the four groups, including the color palette, content, and banner information. The treatment was applied without prior notice and simultaneously to all four groups, all of which faced the same set of pricing options.

Experimental Conditions in Different Groups: Field Experiment 1.
Online services typically set different prices based on the duration of the subscription. 9 Firms offer discounted prices for monthly or annual autorenewal subscription plans and set a higher price for the shorter duration plans. Autorenewal subscription choice can assist in more long-term subscriptions, help keep a stable cash flow, and generate more predictable revenue for businesses. Before the firm set the price, it researched the prices of similar offerings in the market. Table WB2 in Web Appendix B1 lists the main platforms that provide similar services and their pricing options. Taking into account the app's rich services and unique characteristics relative to other apps, the firm decided on three pricing options based on subscription-length-based pricing: (1) 1 CNY for the first month and 30 CNY/month autorenewal (a user could cancel anytime), (2) 40 CNY for a one-month subscription, and (3) a 298 CNY annual subscription. We summarize the rationale for the interventions design in Experiments 1 and 2 in Web Appendix B3.
Treatments might be contaminated if a user registered two devices and could compare versions, or if two users who knew each other got different versions and exchanged information. We wanted to ensure that the users in each treatment group were only exposed to a single paid version. Thus, we randomized treatments at the city level, taking advantage of geographic isolation to minimize treatment contamination. Specifically, we randomly allocated the 99 cities (and the 1.9 million existing users living there) into four treatment groups. We verified that the four groups were comparable before the experiment with a series of balance tests. Both the location and the size of the 99 cities varied greatly. We also randomly drew a few subjects from each treatment group and ensured that their interface had changed to match their assigned condition. To further check randomization, we conducted analysis of variance (ANOVA) tests across the four groups on a series of demographic information (number of existing users, number of Android users, gender, and age), and existing users’ pretreatment behavior information (reading ability, customer tenure, and usage time). The ANOVA results show that intergroup differences are not significant with respect to these variables (see Web Appendix B1, Table WB4). We plot the distributions of users’ reading abilities and preexperiment usage on the app (see Figure WB3 in Web Appendix B1) and notice significant overlap in the distributions across conditions. This further supports our randomization of treatments. In checking the sample size of each group, we found that the difference in size between the largest and smallest groups was less than 5%. In principle, the focal firm also tracks the registration and subscription behavior of new users after the app switched to the paid regime. However, for this study, we are more interested in the conversion rate of existing users. Thus, in the field experiment, our results focus on analyzing existing users. We ran this experiment for 80 days from its launch in January 2019 to allow users sufficient time to make a decision and to look at the unsubscription behavior of those who subscribed to the service. During the field experiment, the company did not launch any user-targeted promotions. Moreover, the firm did not manipulate prices across groups: all users in the four treatment groups received the same set of price plans.
Model-Free Evidence on User Conversion
Table 1 reports the summary statistics for the data from the experiment. The mean user conversion rate for first-time subscribers was about 1.03% in 80 days, consistent with the range of conversion rates observed in previous studies (Localytics 2017; Needleman and Loten 2012). We are able to track each user within the treatment groups and observe their subscription decision. Subscribers who made purchase decisions within the 80 days were tracked for two extra monthly billing cycles. We use this period to look at their possible unsubscription behavior.
Descriptive Statistics for Field Experiment 1
Latest preexperiment score attained by user i.
Records the total time user i spent on the app before the treatment was applied.
Reported in Chinese RMB (CNY); 1 USD ≈ 6.8 Chinese CNY at time of experiment.
Climatologically, China is typically divided into southern and northern regions along the Qinling–Huaihe line.
Notes: N = 1,907,228.
The switch from “free” to “paid” may lead users to perceive the change as unfair, which also hinders the conversion rate. In the app industry, typically only 1%–2% of users will upgrade to the premium plan (Localytics 2017; Needleman and Loten 2012). 10 As the conversion rate is generally low in the industry, even a small conversion rate means a big revenue difference for a firm. Figure 3 provides model-free evidence on user subscriptions. The conversion rate of each group is shown, with a clear distinction in subscription likelihood visible across different groups. Group B (hard landing, no ESO) yielded the highest conversion rate (8,540 subscribers, or 1.79%): though its sample size is only slightly higher than the other three groups, it generated over 103% more subscribers than Group C (soft landing with ESO). The situation in Group C corresponds to conventional wisdom in the industry in terms of being the preferred option. It is also the strategy that this app's manager was originally planning to implement. Overall, hard-landing groups (Groups A and B) generated over 124% more subscriptions than did soft-landing groups (13,643 vs. 6,080). In hard-landing groups, we further observe that providing ESO (Group A) led to a lower conversion rate than not doing so (Group B). This pattern was reversed in soft-landing groups: ESO seems to drive a higher conversion rate in the soft-landing conditions (Group C vs. Group D). Our finding suggests an interaction effect between ESO and soft landing, that is, the existence of a boundary effect of ESO.

Subscribers Across Groups: Field Experiment 1.
Of the three pricing options presented, across conditions, 95% of subscribers chose the first (1 CNY for the first month, with 30 CNY/month autorenewal), 4% chose the second (40 CNY for a one-month subscription), and only 1% chose the third (298 CNY annual subscription with yearly autorenewal). We did not find any significant differences in the ratio of pricing options chosen across the four treatment groups. Figure 4 sheds some light on the speed of order generation across groups. We see a relatively consistent pattern: the highest number of orders occurred on the second day postlaunch; the order rate decayed rapidly thereafter and approached a “steady state.” In the following analyses, we aim not only to test the statistical significance of each treatment but also to quantify the causal effect while controlling for individual and city characteristics.

Daily Orders After Launch: Field Experiment 1.
Model and Analysis
We want to estimate an individual user's likelihood of subscribing to the paid version of the app over the 80 days. User i's utility of choosing to subscribe to the paid service package is
We include the vector Control Varsi, which includes variables to control for individual characteristics that could potentially affect users’ subscription behavior. The first set included consists of user demographic variables: (1) Femalei equals 1 if the user is female and 0 otherwise, (2) Agei indicates the user's age, and (3) Reading Abilityi measures the user's reading-ability score, which indicates their understanding level of the content. Users with different reading abilities may have different goals in using the app, which may affect their purchase decisions. (4) Apple Productsi indicates the device type. It equals 1 if the user uses an iOS device, such as iPhone or iPad, and 0 otherwise. Evidence has shown that Android and iOS users exhibit different spending habits in some settings (Zarkov 2018). The second set of variables reflects users’ preexperiment behavior on the app. It includes Customer Tenurei, which measures the time since a user registered on the app (in minutes), and Usagei, which indicates the total time spent by the user since registration and serves as a gauge of usage behavior before the subscription decision. These variables may proxy for a user's loyalty to the app. The last set of variables, CityR(i), controls for regional location effects and incorporates two other variables. (1) DisposableR(i) measures the average disposable income of the province in which user i's city is located. This variable captures the spending power of the region where user i lives. (2) City LocationR(i) equals 1 if the city is located in the southern region, and 0 otherwise. Climatologically speaking, China is typically divided into southern and northern regions along the Qinling–Huaihe line (see Li et al. 2017). This variable provides another control for location effects. We conduct multicollinearity tests by computing the variance inflation factors and find that multicollinearity is not an issue, with an average variance inflation factor of 1.45.
The results for the proposed model and other nested models are presented in Table 2. We see that, across all models, soft landing had a consistent, significant negative effect on the subscription likelihood. Specifically, we find that soft landing lowered the subscription likelihood to .25 (= e−1.38) in terms of the odds ratio, meaning an economically significant loss of revenue for an app with a user base of 4 million. If all 4 million users were in the soft-landing condition, we estimate 26,875 fewer subscriptions relative to when all customers are in the hard-landing condition. Such a difference in revenue, in the long term, could easily affect the survival of a small firm. For ESO, we find, overall, a decrease in the subscription likelihood by a factor of .63 (= e−.47), again in terms of the odds ratio. We estimate 95,911 fewer subscriptions if the app provides ESO to the full existing user base. This finding suggests users favor “less is better” regarding these supplementary games.
Estimation Results for Field Experiment 1
*p < .05, **p < .01, ***p < .001.
Notes: AIC = Akaike information criterion; BIC = Bayesian information criterion. All standard errors are robust estimated clustered sampling at the city level. This table reports the logistic regression coefficient estimations. We scale all the continuous variables (reading ability, customer tenure, usage, and disposable income) down to the range of [0, 10] for ease of estimation and explanation. Column 1.1 reports the logistic regression results with only the main and interaction effects of soft landing and ESO. Column 1.2 adds demographic information. Column 1.3 includes users’ pretreatment behavior. Column 1.4 is the full specification.
Assessing robustness
Users across different conditions faced exactly the same menu of pricing options. However, each user could self-select into a specific price level. To account for such behavior, as a robustness check, we considered users’ choices among the three price options at the time of subscription and modeled the resulting behavior as a multinomial logit model with four choices (the three price options and no purchase). The results show that our findings still hold (see Table WB5 in Web Appendix B4). Although random assignment alleviates concerns regarding selection, we also conducted a robustness check with propensity score matching. We calculated the average treatment effect on treated for the two treatments—soft landing and ESO—with individuals’ observable variables. The results are consistent with those provided previously (see Web Appendix B5).
Additional analysis on user churn
Apart from initial subscriptions, we also look at the decision to unsubscribe from the service. Users received their first bill after subscribing and could then choose to cancel any time before the next bill. We tracked all the subscribers for two additional monthly billing cycles after their first payment. Figure 5 illustrates the unsubscribe rates for each group; overall, the rate is 19.84%. Furthermore, it shows that soft-landing groups had a higher unsubscribe rate than hard-landing groups. At the same time, the differences in churn rates across treatments are not large. We also plot the speed of churn once a user subscribed to the paid service (see Figure WB4 in Web Appendix B1). It presents the number of unsubscribed orders plotted against the time between subscription and churn (unsubscription). We observe three peaks of churns after subscription, which, unsurprisingly, come near the 30-day, 60-day, and 90-day marks—that is, around the payment times. This finding provides some guidance for firms regarding the time window for customer relationship management.

Unsubscribe Rate Across Groups: Field Experiment 1.
Exploring Heterogeneity Effects
We adopted a machine-learning approach, generalized random forests (GRF; Wager and Athey 2018), in the framework of double machine learning (Chernozhukov et al. 2017; Cong, Liu, and Manchanda 2021; Oprescu, Syrgkanis, and Wu 2019) to explore heterogeneity effects with observed variables (for detailed results, see Web Appendix C, Figure WC1). The results indicate that the younger the user, the stronger the negative effect of soft landing. In other words, holding all other variables constant, the negative effect of soft landing on the subscription likelihood is stronger for an 8-year-old user than for a 12-year-old user. In the soft-landing condition, limited free content was provided uniformly (in quantity and quality) for existing users. For young users, they may have relatively “more” reading materials to enjoy subjectively than older users. Therefore, this “outside” option in soft landing (reading free materials without paying) is more attractive for young users than older users, and it further decreases the perceived value of the paying option for young users. Thus, for a younger user, the negative effect of soft landing on subscription likelihood is exacerbated. Next, we find that a higher reading ability alleviates the negative effect of soft landing on users’ subscription likelihood. The lower a user's reading ability, the more “subjective” free reading materials there are for them to read, which lowers the attractiveness of subscribing to the service. We did not find significant heterogeneous treatment effect in terms of customer tenure.
We also find that a higher reading ability and higher pretreatment usage mitigates the negative effect of ESO. It appears that, in our context, users with a higher reading ability seem more capable of evaluating the value of the package based on its primary feature (reading service), so we see that the negative impact of ESO is attenuated for these users. Once again, there were no heterogeneous treatment effects of customer tenure. We also conducted similar GRF analysis as part of the robustness check when considering subscribers’ choices of a price option to explore heterogeneity effects of soft landing and ESO associated with different price options. The results show consistent findings with our previous analyses (see Web Appendix C2 for more details).
Assessing Generalizability in Field Experiment 2: Limited Free Time
In the second field experiment, we tested the generalizability of the main effect of soft landing, via another form in terms of limited free time (e.g., Tencent's QQ Music platform in China decided to go from free to paid in 2013 and provided two months of unlimited free access for existing users). Rather than providing limited content indefinitely, the app makes all the content available but for a limited period of time. In Experiment 1, we picked a uniform set of pricing options across conditions, so it was difficult to assess existing users’ price sensitivities. In Field Experiment 2 (hereinafter, Experiment 2), we also examined users’ price sensitivities when the service switched from free to paid. However, we did not include the ESO conditions in Experiment 2, as our main focus across the two field experiments is the monetization strategy.
Experiment 2 was conducted on the same app as in Experiment 1 but with a different set of users in different cities. Figure 6 illustrates the overall experimental design and highlights differences in treatment groups. We again randomized treatments at the city level, allocating users in 72 cities (different from the cities in Experiment 1) into four treatment groups with about 1.14 million existing users in total. Subjects in Experiment 2 also had access to the free version of the app prior to the experiment, and the features were identical to the preexperiment features outlined in Experiment 1. The app switched to the paid regime without any preannouncement. Instead of limited free content, here we provided unlimited free content for a limited time with a free three-day voucher. The voucher provided a user with full access to all paid content on the app for three days (see Figure WD1 in the Web Appendix D). To examine the price sensitivities at monetization, in addition to manipulating soft versus hard landing, we manipulated prices via a lower versus higher price: specifically, a 7-day versus 14-day pricing scheme, both priced at 1 CNY with autorenewal. 11 App users were presented with a menu of three pricing options as described in Figure 6. These variables formed the basis of another 2 × 2 between-subjects experimental design. 12 We kept all other variables except the manipulated variables consistent across treatment. We also conducted a series of ANOVA tests across the four groups as in Experiment 1 to ensure the randomization (see Web Appendix D, Table WD1). Experiment started in early March 2019 and lasted 50 days.

Experimental Conditions in Different Groups: Field Experiment 2.
Model and Analysis
Figure WD2 in the Web Appendix D presents the users’ conversion rates across conditions. Table 3 reports the summary statistics of the data set for Experiment 2. We want to estimate an individual user's likelihood of subscribing. App user i's utility of choosing to subscribe is
Descriptive Statistics for Field Experiment 2
Latest preexperiment score reported for user i.
Total time user i spent on the app before the treatment was applied.
Reported in Chinese RMB (CNY); 1 CNY ≈ .15 USD at time of experiment.
Climatologically, China is typically divided into southern and northern regions along the Qinling–Huaihe line.
Notes: N = 1,140,182.
Again, assuming a Type I extreme value distribution for the errors, we have
Estimation Results for Field Experiment 2
*p < .05, **p < .01, ***p < .001.
Notes: AIC = Akaike information criterion; BIC = Bayesian information criterion. All standard errors are robust estimated clustered sampling at the city level. This table reports the logistic regression coefficients. Column 2.1 reports the logistic regression results with only the main and interaction effects of soft landing and extended offer. Column 2.2 adds demographic information. Column 2.3 includes users’ pretreatment behavior. Column 2.4 is the full specification.
Discussion and Further Robustness Checks
Discussion
Experiments 1 and 2 show consistent findings regarding the causal effect of soft landing; that is, in either form, the soft-landing strategy yields a lower subscription rate than the hard-landing strategy. This finding suggests that consumer learning was unlikely to be at play here, because we gave the users unwilling to subscribe right away (e.g., due to insufficient experience with the app) time to learn about the app's quality by interacting with the free content. Consumer learning is more likely to play a role when users have high uncertainty about the service (or have used the service very little) or the overall diffusion of the app is low in the target markets before the switch. From the diffusion patterns in Figure 1, the market appears to have been approaching saturation (given the slowdown in growth rates). Further, the average customer tenure was 13 days, and users spent about 600 minutes on the app on average before the experiment. This finding suggests that learning may have already occurred for most of these users. Furthermore, only 2.4% of users accessed the free content in the soft-landing condition. At the same time, only 16.5% of users subscribing in the soft-landing condition used the free content during the experiment. Together, these observations suggest the free content did not serve as a vehicle for learning about the content for existing users. Thus, our findings appear to be in line with our proposed conceptual framework based on perceived value—that is, that the presence of the outside option of free content lowers the perceived value of subscribing to the service, which leads to fewer users’ subscriptions.
To quantify the perceived value of the various options to users, we also calculate an average user's utilities for the content and the ESO using the data from Experiment 1 (see Web Appendix B2 for details). In our context, the provision of reading content is the key value provided by the app, where the utility is estimated as VBooks = 26 CNY/month (relative to 0 for the quitting option). We find that limited free content provided in the soft-landing case will provide an option value with positive utility of 1.54 CNY/month to existing users. We estimate the user's average utility from ESO to be negative (VESO = −.52 CNY/month). When an app's service switches from free to paid, users are charged for previously free content and have difficulty evaluating the dollar value of the primary feature. However, the ESO is easy to evaluate as being of low value. Thus, consumers use the ESO as a cue to evaluate the value of the package and are therefore less willing to pay. This negative effect is the high evaluability of the low value of the ESO. Moreover, the results from Experiment 1 indicate that though harmful in the hard-landing condition, providing some ESO is beneficial in increasing users’ willingness to subscribe in the soft-landing condition (VESO × Free = 1.35 CNY/month). The positive interaction effect is in line with our conceptual framework that suggests the ESO provides exclusivity value to paying users in the soft-landing condition because of the uniqueness and status it creates. This increases the perceived value of the package to existing users. Next, we describe findings from an ex post customer survey conducted by the firm and a randomized experiment we conducted on Prolific that provide further support for the theoretical bases of our findings.
Customer survey
To further examine the mechanisms underlying users’ choices at monetization, the firm conducted a survey three weeks after the switch during late February and early March 2019. The survey was targeted to existing users, both subscribers and nonsubscribers who had logged into the app at least once after the switch. In total, 889 responses were collected from four conditions (see detailed script in Web Appendix E). The firm surveyed users’ perceived value of the subscription package (for all four conditions) and users’ perceived exclusivity associated with the ESO provided (only for the two conditions with ESO). The firm knew the condition that each surveyed user was assigned to and the user’s subscription status at the time of the survey. From the survey, we find that subscribers had significantly higher perceived value toward the subscription package than nonsubscribers (M = 7.44 vs. M = 5.33 on a 9-point scale; t = 13.77, p < .001). We also find that the perceived exclusivity of ESO is higher (t = 1.75, p < .1) in the soft-landing condition (M = 4.36 on a 9-point scale) than in the hard-landing condition (M = 4.02). We ran a linear regression to examine the effect of soft landing, ESO, and their interaction on users’ perceived value. We find that soft landing has a significant negative effect on users’ perceived value toward the subscription package (–1.52, p < .001). The same is true for providing ESO as well (–1.65, p < .001). Further, there is a positive interaction (2.87, p < .001) between soft landing and ESO on the perceived value. These results provide some support for our proposed mechanism of perceived value when looking at the effectiveness of soft landing (vs. hard landing), ESO, and the interaction effect.
Experiment on Prolific
To verify our proposed mechanism of perceived exclusivity value moderating the effectiveness of ESO in the presence of soft landing, we ran an experiment on Prolific. 1,000 U.S. participants were recruited and randomly assigned to the four cells of a 2 (hard vs. soft landing) × 2 (ESO vs. no ESO) design (see detailed experiment design in Web Appendix F). We have 984 valid responses collected for the analysis (16 participants failed the attention test). Participants fell mainly in the age range of 20–40 years (59.80%) and were primarily White (66.6%); 59.9% of the participants were female. The treatment manipulations were embedded in the descriptions for the four conditions. Participants then completed a cognitive response task in which they were asked to indicate their perceived exclusivity of the subscription and their willingness to subscribe to the service. We adapted the perceived exclusivity measure from the four-item scale developed by Barone and Roy (2010). The Cronbach's α in our experiment is .93, demonstrating high reliability of the measurement. We average the four items into an index of perceived exclusivity and reverse it for analysis. The higher the value of the index, the higher users’ perceived exclusivity.
When the app provided ESO, a higher perceived exclusivity (t = 8.44, p < .001) was reported by participants in the soft-landing condition (M = 5.22) than by those in the hard-landing condition (M = 3.66). Conversely, providing ESO in the hard-landing condition shows a lower perceived exclusivity than not providing ESO (see Figure WF1 in Web Appendix F). This suggests that the exclusivity value of ESO can be realized by payers in the presence of free users. These findings provide additional support for our proposed mechanism on the effectiveness of ESO in the presence of soft landing, as both free and paying users stay on the app (while only paying users would stay on the app in the hard-landing case). Thus, providing ESO can create extra exclusivity value for paying users in the soft-landing case. Next, we examined the effect of ESO on users’ willingness to subscribe using a linear regression, controlling for participants’ demographic information. We find that ESO has a significant negative impact on users’ subscription willingness (−.53, p < .05), which replicates the findings from the field experiment. We also see a negative effect of soft landing (−.26, p = .29) and a positive interaction effect between soft landing and ESO (.34, p = .34) on users’ willingness to subscribe. Although the estimated effects of these two variables are not statistically significant, the results are directionally consistent with those of our field experiments. This further supports the robustness of our findings.
Robustness Checks
In this section, we conduct a series of robustness checks and rule out or account for potential alternative explanations for our results.
Are findings on the hard versus soft landing strategy applicable to markets before they reach saturation?
From perceived value theory as described in the proposed conceptual framework, the soft-landing condition provides a more attractive “outside” option (limited free reading materials) relative to quitting, and it decreases the perceived value of the paid option. Our dependent variable, subscription behavior, was based on individual users’ decisions when faced with the different options at monetization. Therefore, for existing users in a city much before saturation, we expect that soft landing with an extra option will still decrease their subscription willingness. Here, we leverage the fact that different cities in our sample were at different levels of saturation. We exploit this variation to empirically assess the role of differential saturation and the generalizability of the theoretical explanation. We created a metric to measure the level of saturation for each city by dividing the number of users in each city by the number of elementary schools in that city. As the app mainly serves K–12 users, the number of elementary schools can be used as a proxy for the potential targeted user base for the city. Because the cities are randomly allocated into the four conditions, we did the analysis with our proposed model on the sample from cities in the bottom 25% quantile of saturation level (in Experiment 1). The findings on the effect of soft landing are consistent with those of the full population including all cities (see Table WB6 in Web Appendix B6). In other words, for less saturated cities, we still find that soft landing lowers existing users’ subscription willingness relative to hard landing. We further did robustness tests on the samples of cities in the lowest 15%, lowest 25%, and lowest 50% of saturation level; the findings are again consistent with the theoretical prediction. An important point to note is that even if a city as a whole is less saturated, the individual users in our sample have sufficient experience that the learning motive does not dominate at that level.
Free content defers but does not deter conversion
According to this explanation, users may wait until they exhaust the free content before signing up for the app in the soft-landing case. If this alternative explanation were true, users in soft-landing conditions (Groups C and D) in Experiment 1 would not have subscribed until they ran out of free content on the app. In the treatment groups (C and D) with free content, the app offered about two weeks’ worth of content for users to read. Figure 4 shows the speed with which orders were received after the app switched to a paid model. We can see a consistent pattern therein: most orders, regardless of group, were made on the second day after launch. In the scenario we have proposed, if the free content were relevant for the users, we might have observed staggered peaks in orders between groups A and B and groups C and D, where the peak for the latter groups would have come later. The results, however, suggest that users did not wait to subscribe until they exhausted the free content. Thus, this explanation appears unlikely. Importantly, as noted previously, only a small fraction of the users in the soft-landing condition accessed the free content, which provides further support for our explanation.
High-quality free content can fulfill users’ needs
This alternative explanation for Experiment 1 is that the quality of free content was so high that users did not need to subscribe to the paid content. Note that the quantity of free content was limited. If consumed at the usual rate, all the free content would be exhausted in two weeks. After two weeks, if users would like to use the app without subscribing, they would have to keep consuming the content they did before. However, from the data of the experiment, we do not observe any repeated consumption of free content over time in the soft-landing groups. Thus, our findings do not support this explanation.
Free content is of low quality, and users “learn” from it that the site is of low quality
Another alternative explanation is that the free content provided in Experiment 1 was of low quality and lowered users’ value perception of the paid content through user learning. First, the free content provided was of medium to high quality in the experiment. Second, users in the treatment groups already had some experience with the app. Thus, this explanation is unlikely.
Parents do not like their children to play games
Another alternative explanation for the negative effect of ESO could be that parents do not like their children to play games in a reading app. If this argument were true, we should have observed a consistent pattern whereby the conversion rate is lower for the groups providing ESO in both soft-landing and hard-landing conditions. However, as noted previously, we see an interaction effect. Thus, we rule out this explanation.
There are fewer options in hard landing and users are “forced” to subscribe
A higher conversion rate may have been observed in hard landing because if some users wanted to continue reading their favorite content, they would have been “forced” to do so under hard landing. This explanation is not supported for two reasons. First, if some users had been forced to subscribe at the moment of the switch, we would expect more of them to choose to cancel their subscriptions in the next or subsequent billing cycles. This conjecture would lead to a higher unsubscription rate in hard-landing conditions. From the experiment, we do not observe this pattern: instead, we see a lower unsubscription rate in hard landing than in soft landing (see Figure 5). Second, users in the hard-landing case have one less option, which is the limited free content after monetization. However, because the free content is of limited quantity, users must still decide whether to subscribe as they exhaust the free content (in two weeks as expected). If this explanation of “forced” subscription were true, we would expect the number of subscriptions under soft landing to peak later than under hard landing. However, from Figure 4, we do not observe this scenario. Thus, we rule out this alternative explanation.
Managerial Implications and the Focal Firm’s Implementation
Implications
This research provides important actionable managerial implications to mobile app managers and to online content providers, with some of the implications running counter to conventional business wisdom on app monetization. The conversion-rate difference among different monetization strategies is sizable and can lead to a substantial revenue difference. For example, by applying the Group B monetization strategy (hard landing, no ESO) in Experiment 1 instead of the strategy planned by the app manager (soft landing with ESO), the focal firm stood to collect about 102% more revenue: about 11.9 million CNY a year, or just shy of 1.79 million USD. 13 From Experiment 2, we find that another form of soft landing can hurt the users’ subscription likelihood as well; applying the Group 2 monetization strategy (hard landing) would yield about 128% more revenue than the Group 4 strategy (soft landing with same price option). Overall, the findings underscore the significant cost of providing limited free service when converting an app from free to paid. More broadly, app firms should also be cautious about adding ESO to a paid package. For the app firm under Experiment 1, we estimate that an appropriate choice concerning ESO could yield 65.5% more subscriptions (9.37 million CNY ≈ 1.40 million USD) under the hard-landing scenario and 128% more subscriptions (6.6 million CNY ≈ .98 million USD) in the soft-landing case. App firms face considerable difficulties when attempting to monetize their services for two main reasons. In light of low willingness to pay and high competition, even a .01% increase in the conversion rate could be a life-or-death matter for a start-up app firm.
Attracting new users
With the hard-landing strategy we propose, how can the firm continue to attract new users? Further, would a soft-landing strategy be preferred in that case? The key generalizable implication of our findings and the theoretical underpinnings is that when a user is at the point of making a subscription decision, it is important not to offer a free option, as that lowers the perceived value of the paid subscription. This implies that a strategy that continues to provide some free content indefinitely (as in Experiment 1's soft landing) will be detrimental to conversion. However, the firm can offer limited-time free access to new users to allow them to learn about product quality. At the end of the free period, however, the user needs to either subscribe or drop out of the service (i.e., the hard-landing choice). Note that in Experiment 2, although we offered only a limited-time free voucher as our soft-landing operationalization, that option was available concomitantly with the paid option when existing users were asked to make a choice. This then lowered the perceived value of subscription, thereby curtailing conversion.
Implementation
After the 80-day field-experiment period, the focal firm began to implement our recommended pricing and app-product-design strategies gained from Experiment 1. By the middle of 2019, all users on the app were paying users. For existing free users, free service was no longer provided with the recommended hard-landing strategy. A short free trial was initially provided to new users who joined after the experiment (consistent with the implication discussed previously). After the free trial ended, no limited free service was provided; users needed to pay to subscribe to the full service.
The firm's total reported revenue in November 2019 approached about $1.8 million, with subscriptions from converted existing users constituting the bulk of it. 14 Compared with the zero-revenue level before monetization, the firm viewed the revenue figure as making a big difference to its survival and growth in a competitive market.
Conclusions and Future Research
Although the mobile app business has been growing rapidly, marketing managers and mobile app firms are struggling with the strategic decisions of monetizing free non-advertising-based services in terms of choosing an appropriate pricing strategy and providing exclusive secondary offerings. We implemented large-scale randomized field experiments to test the causal effects of soft-landing strategy (continue providing limited free services) and ESO (to paying users), as well as their interaction effects. On the mechanism, we find that app users are more willing to subscribe to the service after monetization in the hard-landing condition than in the soft-landing case, due potentially to the higher value of the outside option in the soft-landing case. We also find that pretreatment usage has a positive impact on subscription, and consequently, the firm can infer the probability of subscription based on the usage a user has accumulated. In addition, ESO hurts the subscription rate because it lowers the perceived value of subscribing. However, this negative effect is ameliorated for users with high reading abilities, possibly because they are better able to value the content. We also find a positive interaction effect between soft landing and ESO, owing to the exclusivity value of ESO to paying users in that condition. We provided evidence of generalizability by showing that the effects sustain under similar though not identical interventions. That, combined with the theoretical bases for our findings, makes our results plausibly generalizable to other ad-free services such as digital goods.
Our research has several limitations that present future research opportunities. First, a new user who starts using the app after monetization will have an expectation of payment down the road. Further, such a user will not yet know the “quality” of the app. So for such users, the firm needs to provide a way for them to learn about the app. The actual impact on new users is an interesting topic but is beyond the scope of the current article; we leave this for future research. Second, the app firm for our field experiments was an education app. Our model of the subscription decision needs to be viewed as a joint decision of parents and children. The firm's survey supported this. In the app, parents must provide the final purchase authorization, because the payment platform requires their passwords before payment can be made. Children may wish to subscribe and obtain their parents’ permission, or parents may want to subscribe to the app for their children's benefit. We cannot tease out these two possible decision rules or the roles of the various household members within the design of the present research. In future research, we hope to extend our findings to other online content providers, to further increase the generalizability of our findings. Third, word of mouth may influence users’ purchase decisions. In our context, this concern is alleviated because of our field-experiment design and context. Users could not observe the subscription behaviors of others or communicate their purchase decisions via the app during the period of the experiment. Even though our research has partially controlled for the network effect on purchase by conducting the experiment during the winter break (limiting the opportunities for young users to meet and discuss offline), we cannot fully rule out the possibility of some leakage. Moreover, in terms of the possible network effects for this specific app, we note that some app services, such as Dropbox, do leverage the network effect for their monetization. However, our focal app is not structured in that way. There is no in-app social network function, and users do self- and independent learning on the platform. In future research, we could explore monetization strategies that leverage network effects. Some big app developers also publish multiple horizontally differentiated apps. In our context, the app developer only has a single ad-free app, which provides a clean setting for the study. We leave the study of multiple-app monetization strategy of a developer as an interesting future research avenue.
In conclusion, this article is a first step in examining the causal impact of pricing strategies and exclusive secondary offerings on app sales. We hope it will pave the way for more future research on mobile app monetization strategies and app product design.
Supplemental Material
sj-pdf-1-mrj-10.1177_00222437221131562 - Supplemental material for From Free to Paid: Monetizing a Non-Advertising-Based App
Supplemental material, sj-pdf-1-mrj-10.1177_00222437221131562 for From Free to Paid: Monetizing a Non-Advertising-Based App by Jingcun Cao, Pradeep Chintagunta and Shibo Li in Journal of Marketing Research
Footnotes
Acknowledgments
This article is the job market paper of the first author. The authors are grateful to Neil Morgan, Christopher K. Hsee, Shanker Krishnan, Xiaolin Li, Girish Mallapragada, Echo Wen Wan, Sara Kim, Ralf van der Lans, and participants of seminars at the following universities for helpful suggestions: the University of Chicago Booth School of Business PhD Brownbag, Indiana University, the University of Hong Kong, Georgia State University, George Mason University, Texas Christian University, University of Delaware, Binghamton University, Monash University, Peking University, Fudan University, Tongji University, Shanghai University of Finance and Economics, and Chinese University of Hong Kong Shenzhen. The authors appreciate the helpful comments and suggestions of the JMR review team. All errors are the authors’.
Associate Editor
P.K. Kannan
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: Chintagunta thanks the Kilts Center of Marketing at the Booth School of Business for financial support. Cao thanks the Faculty of Business and Economics at the University of Hong Kong and the Research Grants Council of Hong Kong for financial support. This research is supported by the General Research Fund and Early Career Scheme (HKU27502521) of the Research Grants Council of Hong Kong, the HKU Seed Fund for Basic Research for New Staff, and the startup fund from Faculty of Business and Economics of HKU.
Notes
References
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