In this study, the authors develop a structural model that combines a macro diffusion model with a micro choice model to control for the effect of social influence on the mobile app choices of customers over app stores. Social influence refers to the density of adopters within the proximity of other customers. Using a large data set from an African app store and Bayesian estimation methods, the authors quantify the effect of social influence and investigate the impact of ignoring this process in estimating customer choices. The findings show that customer choices in the app store are explained better by offline than online density of adopters and that ignoring social influence in estimations results in biased estimates. Furthermore, the findings show that the mobile app adoption process is similar to adoption of music CDs, among all other classic economy goods. A counterfactual analysis shows that the app store can increase its revenue by 13.6% through a viral marketing policy (e.g., a sharing with friends and family button).
I suggest an approach that helps the online marketers to target their Gamification elements to users by modifying the order of the list of tasks that they send to users. It is more realistic and flexible as it allows the model to learn more parameters when the online marketers collect more data. The targeting approach is scalable and quick, and it can be used over streaming data.