1. Introduction
As a greatly proliferating form of online streaming
content, a webtoon is a type of digital comic that was developed in Korea from
2003 Its popularity has gone global with the growing number of smartphone users
and fast internet connections. Naver provides global webtoon service called
Line Webtoon from 2014. The Korean webtoon market grew from $137 million in
2013, which is expected to more than double to reach $880 million in 2018 (Lee,
2016). Furthermore, Bloomberg once published an article introducing a new
Korean term “manhwa” by having reported that the manhwa industry in South Korea
started expanding than ever, with replacing once-mighty position of Japanese
manga very fast (Welsh, 2007). Recently, many genres of online manhwa became so
popular among millions of Korean people in the name of webtoons (Lee, 2016).
Now publishing webtoons has become a big trend for many talented manhwa authors
in Korea, some of whom enjoy celebrity status in the cultural contents market
in Korea. The webtoons industry has increased at an enormous rate to over 0.9
billion dollars in Korea in 2015 (KOCCA, 2017) and serves as a lucrative source
of business that creates further business by transforming webtoon contents into
movies or games.
Online streaming contents service is growing
rapidly because its intellectual property can be used easily as a vehicle for
multiple types of content, such as movies, dramas, games, and character-related
merchandising. Such movie titles as “The Avengers” and “Black Panther,” which
are based on the cartoon contents Marvel Studios produced, ranked first in the
box office in 2012 and 2018, respectively (Box Office Mozo, 2019). Online
streaming contents (like webtoons) provide a prototype of intellectual property
to test their market potential to be developed into dramas, movies, and games
based on their market awareness. A number of commercially successful mobile
games in Korea today are sought from webtoon. Examples include "God of
Highschool", "Noblesse", and "Denma", and "The
Sound of Your Heart" (Ha and Park, 2017). Korean mobile webtoon app
services, such as “Line Manga,” “Kakao Piccoma,” and “NHN Comico” are ranked in
the top seven in Japan, which has a 50 billion-dollar webtoon market (Ha,
2017). In particular, “Line Manga” has approximately 40 million monthly users.
Naver webtoon is the number one service platform for webtoons in Korea and has
over 4 million subscribers, 70% of whom are in their teens or 20s.
Many of the services online streaming content sites
provide are involved with experience goods, which exacerbates their
vulnerability to market frictions that originate from information uncertainty
from customers’ perspectives (Animesh et al., 2010). Customer complaints
include inflated savings, low-quality products and services, information
deficiencies, and extraneous costs (Bullock, 2012). To cope with diverse market
imperfections, online streaming content service sites provide online consumer
reviews as electronic word of mouth (eWOM) to remedy asymmetric information
(Lee et al., 2015).
Online consumer reviews are posted on third-party
websites and consumers post or read reviews left by others who have purchased
the same product to help make their purchasing decisions (Elwalda et al.,
2016). Online consumer reviews provide a crucial source of product information,
and have an important effect on consumers’ purchase decisions. The quantity
(e.g., number of reviews) and quality (e.g., reviews’ helpfulness) of eWOM
affect both purchase intention and product sales (Lee and Shin, 2014; Lee and Choeh,
2017). Consumers consult online reviews before deciding to buy a new product or
service because they provide product information transparency (Wei and Lu,
2013), and influence repurchase intention (Hsu et al., 2017; Liang et al.
2018).
Given eWOM’s importance, previous studies have
investigated the way review volume and valence are related to product sales,
and have shown that eWOM results in product sales (Cheung et al., 2014;
Chevalier and Mayzlin, 2006; Liu, 2006; Duan et al., 2008; Lee and Choeh, 2017;
Rui et al., 2013; Zhou and Duan, 2015) or consumer loyalty (Yoo et al., 2013).
In a similar vein to the context of online
streaming content service, this study has several objectives. First, we focus
on moderators that affect the relation between eWOM and online streaming
contents’ service performance from the service providers’ perspective of
service uncertainty. Previous studies have shown contrasting results of eWOM’s
effect on sales. For example, while Chevalier and Mayzlin (2006), and
Chintagunta et al. (2010) showed that review ratings affect product sales
significantly, Duan et al. (2008) indicated that they do not. Cheung et al.
(2014) suggested that consumer expertise and consumer engagement exert a
crucial moderating role in the influence of social information cues on consumer
purchase decisions. Zhou and Duan (2015) posited that third-party free sampling
and external WOM moderate the feedback relation between internal WOM and
sales. While the theory of the adverse selection and asymmetric information
between buyer and seller can be used to explain online buyers’ reliance on eWOM,
factors beyond remedying adverse selection and asymmetric information can
explain online streaming content service providers’ decision to expand their
services.
E-contents such as webtoons provide greater service
uncertainty, as they are experience goods in nature and consumers need to
experience them before making a continued purchase decision. As the impact of
eWOM on product sales is greater for less popular products than for well-known
products (Zhu and Zhang, 2010), eWOM should be more considered in terms of its
effect on online streaming contents performance. Nevertheless, few studies have
investigated the interaction between eWOM and online streaming content service
characteristics in online streaming contents’ performance and explained the way
this interaction can promote service characteristics’ role in service
performance or remedy service uncertainty attributable to these service
characteristics. Thus, as previous studies have not examined eWOM’s interaction
with online streaming contents’ service performance based on service providers’
perspective of service uncertainty, it is necessary to examine the way eWOM
interacts with various contexts of online streaming content service in service
performance. We posit that online streaming content service providers’ decision
to further their service can be based on service characteristics that interact
with eWOM to enhance customers’ responses or service characteristics that
interact with eWOM to reduce online streaming contents’ service uncertainty.
The service characteristics relevant to the former include author experience,
genre popularity, webtoon completion (including suspension), while the
characteristics related to the latter include transfer to pay service and
unpopular publication time.
Second, as there are few studies on the way eWOM
affects the success of online streaming contents like webtoons, we aim to
provide insights specifically into the way moderating factors related to eWOM
and webtoons can influence webtoons’ success. While eWOM factors have been
studied extensively with respect to their effect on product sales or purchase
intentions, eWOM’s role in online streaming contents’ success have been studied
less often. Thus, it is necessary to determine eWOM’s effect on online streaming
content service performance by elucidating different contexts of webtoon
service.
As few studies have evaluated online streaming
contents’ success, we devise measures of webtoons’ success, i.e., publication
period and likelihood that webtoon contents will be developed as mobile games.
Given that such online streaming content as webtoons can be viewed only after
consumers agree to subscribe to such content, these success measures reflect
these contents’ particular aspects specifically.
2. e-WOM and Online Streaming Contents Service
Studies of eWOM’s effect on online service
performance can be divided into two types according to whether product
performance is a measure oriented to consumers (product sales, purchasing
intention) or online streaming content service providers (e.g., publication
period, product functionalities’ enhancement). Previous studies have
investigated eWOM’s effect on product sales in detail (e.g., Chintagunta et
al., 2010; Lee and Choeh, 2018; Zhou and Duan, 2015). For example, Chinatagunta
et al. (2010) investigated online reviews’ influence on designated market
area’s box office revenues with respect to valence, volume, and variance. Zhu
and Zhang (2010) investigated its effect on product sales and found that it is
moderated by product and consumer characteristics. Lee et al. (2015) indicated
that Facebook “likes” influence sales in social commerce, while product and
deal characteristics moderate this influence. Finally, Lee and Cheoh (2018)
investigated reviews’ average number and rating’s influence on box office
revenue.
eWOM’s effect on the performance or quality of
online streaming content services, such as online videos, music, and news, has
been studied less well compared to other types of products, such as physical
products (Lee and Choeh, 2016; Ghose and Ipeirotis, 2011; Mudabmi and Schuff,
2010) or movies (Chintagunta et al., 2010; Duan et al., 2008). Such online
streaming contents as webtoons provide greater service uncertainty because they
are experience goods and customers must use them for a certain period to develop
attitudes about them that affect their decision to continue to purchase.
Service providers also face service uncertainty, in that expanding online
streaming contents service will not lead necessarily to customers’ positive
responses. As this uncertainty has reduced the ability to develop this online
business completely into a legitimate market (Lee et al., 2015), feedback
systems based on eWOM have appeared as a facilitating medium to increase
buyers’ confidence in purchasing. Previous studies have suggested further that
eWOM affects perceived value, willingness to pay, and purchase intention. Wu et
al. (2013) examined eWOM’s influence on consumer’s willingness to pay by
assessing its mitigating effect on product and seller uncertainty. Liang et al.
(2018) suggested that eWOM also affects consumers’ perceptions of products’
value and their repurchase intentions. Further, Chen et al. (2015) studied
eWOM’s role in the consumer purchase decision-making process. These studies
focused on eWOM’s effect on consumer-oriented product performance measures,
such as sales and purchase intention. However, studies of eWOM’s effect on
online online streaming contents’ service performance measures, such as
publication period or content enhancement for other businesses (i.e., webtoon
gamification) are rare. Accordingly, it is necessary to examine eWOM’s
influence on online streaming content service provider-oriented performance
measures in this context.
3. Research Model
Our study examines the way by the interaction
between eWOM and webtoon characteristics affects webtoon performance, as
represented by publication period and gamification, to enhance customers’
responses or reduce online streaming contents’ service uncertainty. Previous
studies have suggested that eWOM moderates sales or purchase behavior. For
example, Zhu and Zhang (2010) indicated that game popularity and player
experience play moderating roles in eWOM’s effect on the decision to purchase
games, while Wu et al. (2013) demonstrated consumer’ risk attitudes’ moderating
role in online user reviews’ effect on consumers’ willingness to pay. Hu et al.
(2014) showed that review ratings exert an indirect effect on sales through
sentiments. Further, Lee et al. (2015) studied Facebook likes’ contingent
influence on product sales based on product and deal characteristics. Lee and
Cheoh (2018) also indicated that reviews’ helpfulness can affect the relation
between eWOM and box office revenues. These previous studies have used the
theory of the adverse selection created by the asymmetric information between
buyer and seller to understand online consumers’ reliance on eWOM. However,
online streaming content service providers’ decision to further their services
can be understood with respect to factors beyond remedying adverse selection
and asymmetric information. While previous studies have focused greatly on
eWOM’s effect on product sales, few studies have yet studied the interaction
between eWOM and online streaming content service characteristics on online
streaming contents’ performance and explicated the way this interaction can
enhance service characteristics’ influence on service performance or diminish
service uncertainty attributable to these service characteristics.
Our study identifies the moderating webtoon
characteristics that are related to online streaming content service providers’
decision to further their online streaming contents service and past customers’
responses presented through eWOM. These webtoon characteristics are factors
that play the role either of facilitating eWOM’s effect on online streaming
contents’ service performance or reducing their service uncertainty from the
service providers’ perspective. Thus, it is necessary to examine the way eWOM interacts
with various service contexts to explain online streaming content service
providers’ further implementation of service.
The service characteristics that interact with eWOM
to enhance customer response include author experience, genre popularity,
webtoon completion (including suspension), and the service characteristics that
interact with eWOM to reduce service uncertainty include transfer to pay
service and unpopular publication time. Firstly, author experience can be
considered among the influential factors that affect online streaming contents’
service expansion and performance. Novotny (2004) showed that Internet experience
is related to user persistence, in that the lack of experience results
frequently in rapid withdrawal from the Internet as an information source. If a
consumer possesses greater Internet experience, s/he tends to have greater
confidence in the Internet based on a different perception of online channels’
attributes than does an Internet novice (Bart et al. 2005). Further, eWOM’s
effects on sales are greater in games whose players have greater Internet
experience (Zhu and Zhang, 2010). In the context of eWOM and webtoon
performance, authors with much webtoon experience can provide greater webtoon
performance, be considered persistent in their creation and enhancement, have
much experience of being exposed to or interacting with eWOM, and acknowledge
the way to adjust webtoons’ production extent according to eWOM. eWOM affects
authors with greater experience more sensitively and they are likely to create
webtoons that have longer publication periods and greater gamification
likelihood than other authors with less webtoon experience when positive review
ratings and a high number of reviews are provided though review sites.
Hypothesis 1: Increased online reviews (e.g.,
review ratings, number of reviews) have less influence on webtoon performance
when webtoon authors have more experience.
While genre has been used often in the movie
literature as an explanatory variable to predict box office revenues (Brewer et
al., 2009), the results in studies on the relation between movie genre and
box-office revenues are inconsistent (Shon et al., 2014). eWOM’s effect on
sales also can differ according to genre; viewers of literary genres may prefer
“slow” dissemination choices, such as face-to-face conversations, while viewers
of non-literary genres may be prone to “fast” dissemination choices, such as SMS
(Koshat, 2012). Zhu and Zhang (2010) posited that eWOM’s effect on product
sales is becoming greater for lesser-known products than for popular products.
However, with respect to genre’s effect on webtoon performance, when a webtoon
belongs to the two most popular genres, i.e., drama and fantasy, its effect on
performance likely will be greater because service providers of webtoons in
these genres are likely to have more experience interacting with eWOM, and know
how to respond to it to adjust the extent to which they produce webtoons. Thus,
eWOM’s influence is more pronounced in the popular genres and affects the
publication period and gamification likelihood more sensitively than it does in
the other genres.
Hypothesis 2: Increased online reviews (e.g.,
review rating, number of reviews) have less influence on webtoon performance
when the webtoon genre is drama or fantasy.
Authors are subject to renewal contracts for every
webtoon they publish, and contract renewal is based on their popularity and
access traffic. When a webtoon’s publication is completed or suspended, the
uncertainty with respect to publication contract renewal is very low. However,
uncertainty is greater until completion (or suspension) than for other webtoons
that are not completed (or suspended), and the uncertainty involved in the deal
is related positively to eWOM’s effect (Lee et al., 2015). For webtoon service
providers, when the publication is suspended or completed, eWOM’s effect on
webtoon performance is greater, as widespread eWOM represents either the
webtoon’s high or low popularity among consumers, and it is likely that these
webtoons either are completed successfully or suspended because of consumers’
lower responses. When webtoon publication is underway and the service provider
is still developing its contents in collaboration with the author, eWOM has
less effect on webtoon performance, as the story is not completed and consumers
are not yet able to recognize its real merits and interesting features. Thus,
eWOM’s effect on the publication period or gamification is greater for webtoons
that have been completed successfully.
Hypothesis 3: Increased online reviews (e.g.,
review ratings, number of reviews) have a stronger influence on webtoon
performance when the webtoon has completed or suspended its publication.
eWOM facilitates social engagement and evaluations
of recommendations’ quality by reducing social risks (Einsingerich et al.,
2015) The low social risk and high transparency eWOM enables can decrease the
adverse selection in online commerce. As uncertainty plagues e-commerce’s
ability to develop completely into a legitimate market, feedback systems have
appeared as redeeming mechanisms to strengthen consumers’ purchase confidence.
Product uncertainty moderates eWOM’s effect on sales (Lee et al., 2010), and webtoon
service providers perceive more uncertainty in webtoons’ success in the results
of pay service. Thus, they rely on eWOM to a greater extent to determine
further enhancement of webtoon contents than when there is no pay service.
Hypothesis 4: Increased online reviews (e.g.,
review rating, number of reviews) have a greater influence on webtoon
performance when the webtoon has transferred to pay service.
As eWOM’s effect on sales differs according to
product popularity (Zhu and Zhang, 2010) and uncertainty (Lee et al., 2010),
webtoons published on a less popular weekday (such as Wednesday) are likely to
provide greater uncertainty with respect to online streaming contents’ service
performance. Thus, online streaming content service providers consider eWOM’s
effect seriously when a webtoon is published on a less popular weekday and its
effect on webtoon performance becomes greater. Service providers have become more
sensitive to consumers’ responses by adjusting the extent of publication, and
depend on reviewing eWOM to determine the appropriate period until the end of
the current episode.
Hypothesis 5: Increased online reviews (e.g.,
review rating, number of reviews) have a greater influence on webtoon
performance when the webtoon is published on the least popular weekday.
Figure 1 and Table 1 present the research model and
variables.
Figure 1.
Research Model.
Figure 1.
Research Model.
Table 1.
eWOM and webtoon related variables.
Table 1.
eWOM and webtoon related variables.
Category |
Variables |
Description |
Online streaming contents (webtoon) related variables |
Author experience (The number of online streaming contents created by author) |
This represents the total number of previous online streaming contents posted by author. |
|
Genre of online streaming contents |
This represents the genre of online streaming contents |
|
Completion of online streaming contents |
This represents whether online streaming contents series is completed. |
|
Transfer to pay service |
This represents a dummy variable showing whether the current online streaming contents are transferred to pay service from free service. |
|
Publication time (Weekday to publish online streaming contents) |
This represents a dummy variable showing one of seven weekdays when online streaming contents are published weekly. |
|
Publication period |
This represents the total period of online streaming contents series. |
|
Gamification |
This represents whether online streaming contents is converted into game. |
eWOM variables |
The rating of the first series in online streaming contents (ep1_rating) |
The normalized value of the rating for the first series in online streaming contents from one to ten is used. |
|
The number of rating for the first series in online streaming contents (ep1_numrating) |
The normalized value of the number of rating for the first series in online streaming contents is used. |
|
The number of Hearts for the first series in online streaming contents (ep1_numhearts) |
The normalized value of the number of Hearts for the first series in online streaming contents is used. |
|
The number of reviews for the first series in online streaming contents (ep1_numreviews) |
The normalized value of the number of reviews posted for the first series in online streaming contents is used. |
|
The rate of change in the rating from the first to fourth series in online streaming contents |
ep4_rating / ep1_rating |
|
The rate of change in the number of rating from the first to fourth series in online streaming contents |
ep4_numrating / ep1_numrating |
|
The rate of change in the number of Hearts from the first to fourth series in online streaming contents |
ep4_hearts / ep1_hearts |
|
The rate of change in the number of reviews from the first to fourth series in online streaming contents |
ep4_numreviews / ep1_numreviews |
|
The rate of change in the rating from the first to eighth series in online streaming contents |
ep8_rating / ep1_rating |
|
The rate of change in the number of rating from the first to eight series in online streaming contents |
ep8_numrating / ep1_numrating |
|
The rate of change in the number of Hearts from the first to eight series in online streaming contents |
ep8_hearts / ep1_hearts |
|
The rate of change in the number of reviews from the first to eight series in online streaming contents |
ep8_numreviews / ep1_numreviews |
4. Methods
We collected data from 154 webtoons published in
“Naver Webtoon” a leading online streaming contents service platform in Korea,
from January 1 to November 30, 2017. An automated proprietary tool was
implemented to trawl through the Naver Webtoon website and collect the data
required to test the hypotheses. The sample’s distribution is shown in Table 2. The total number of webtoons that have
completed their final serial publication was 32 (20.8%) (20.8%). Authors
renewal contracts with service providers are for an interval of three months
and the contract is not renewed when the subscription rate for the
corresponding webtoon is low or lacks access traffic.
18 (9.7%) webtoons have been used to create mobile
games and their genres are role playing (7.8%), simulation and strategy (1.3%),
and action and puzzle (0.6%). 85 webtoons (55.2%) have transferred to pay
service. Webtoons’ major genres are drama (26.6%) and fantasy (22.7%), and the
least and most popular weekday for publication is Wednesday (9.7%) and Sunday
(15.6%). Authors had published 2.5 webtoons on average.
Table 2.
Distribution of variables.
Table 2.
Distribution of variables.
(a) Webtoon related variables |
|
Genre |
Frequency |
Percent |
Number of |
< 1 |
20 |
13.0 |
webtoons |
1 |
58 |
37.7 |
created by |
2 |
22 |
14.3 |
author |
3 |
13 |
8.4 |
|
4 |
20 |
13.0 |
|
5 ≤ Careers ≤ 7 |
14 |
9.1 |
|
8 ≤ Careers ≤ 10 |
2 |
1.2 |
|
≥ 10 |
5 |
3.2 |
Genre |
Action |
20 |
13.0 |
|
Comic |
11 |
7.1 |
|
Daily life |
8 |
5.2 |
|
Drama |
40 |
26.0 |
|
Fantasy |
35 |
22.7 |
|
Historic |
2 |
1.3 |
|
Horror |
3 |
1.9 |
|
Martial |
1 |
.6 |
|
Romance |
19 |
12.3 |
|
School |
6 |
3.9 |
|
SF |
6 |
3.9 |
|
Thriller |
3 |
1.9 |
Completion |
Uncompleted |
122 |
79.2 |
|
Completed |
32 |
20.8 |
Transfer to pay service |
Transferred |
85 |
55.2 |
|
Not transferred |
69 |
44.8 |
Posting weekday(s) |
Sunday |
24 |
15.6 |
|
Monday |
19 |
12.3 |
|
Tuesday |
19 |
12.3 |
|
Wednesday |
14 |
9.1 |
|
Thursday |
20 |
13.0 |
|
Friday |
22 |
14.3 |
|
Saturday |
18 |
11.7 |
|
Two days |
16 |
10.4 |
|
Five days |
2 |
1.3 |
Period |
< 100 |
72 |
44.9 |
(weeks) |
100 ≤ Period < 200 |
41 |
25.4 |
|
200 ≤ Period < 300 |
20 |
12.2 |
|
300 ≤ Period < 400 |
11 |
6.7 |
|
400 ≤ Period |
10 |
6 |
Gamification |
Yes |
18 |
11.7 |
|
No |
136 |
88.3 |
(b) eWOM variables |
Genre |
Minimum |
Maximum |
Mean |
The rating of the first series in online streaming contents (webtoon) |
3.83 |
9.98 |
9.70 |
The number of rating for the first series in online streaming contents |
6613 |
239080 |
48505.26 |
The number of Hearts for the first series in online streaming contents |
2182 |
86151 |
22679.60 |
The number of reviews for the first series in online streaming contents |
684 |
69658 |
11241.28 |
The rate of change in the rating from the first to fourth series in online streaming contents |
.66 |
1.22 |
1.01 |
The rate of change in the number of rating from the first to fourth series in online streaming contents |
.26 |
1.21 |
.65 |
The rate of change in the number of Hearts from the first to fourth series in online streaming contents |
.33 |
1.06 |
.62 |
The rate of change in the number of reviews from the first to fourth series in online streaming contents |
.12 |
2.33 |
.51 |
The rate of change in the rating from the first to eighth series in online streaming contents |
.75 |
1.29 |
1.01 |
The rate of change in the number of rating from the first to eight series in online streaming contents |
.20 |
1.13 |
.57 |
The rate of change in the number of Hearts from the first to eight series in online streaming contents |
.21 |
.90 |
.53 |
The rate of change in the number of reviews from the first to eight series in online streaming contents |
.08 |
2.70 |
.47 |
Overall rating |
3.79 |
9.99 |
9.75 |
5. Results and Discussions
Tables 3 and 4 provide the multiple regression results with the interaction terms between eWOM
and the five moderating variables to explain publication period and
gamification, respectively. Five moderating variables were used as controls
variables. The models estimated are as follows:
PubPeriod = β0+ β1 RevRating + β2 NumReview + β3
AutExp X RevRating + β4 AutExp X NumReview + β5 Genre X RevRating + β6 Genre X
NumReview + + β7 Compl X RevRating + β8 Compl X NumReview + β9 PayService X
RevRating + β10 PayService X NumReview + β11 PubTime X RevRating + β12 PubTime
X NumReview
Gamification = β0+ β1 RevRating + β2 NumReview + β3
AutExp X RevRating + β4 AutExp X NumReview + β5 Genre X RevRating + β6 Genre X
NumReview + + β7 Compl X RevRating + β8 Compl X NumReview + β9 PayService X
RevRating + β10 PayService X NumReview + β11 PubTime X RevRating + β12 PubTime
X NumReview
PubPeriod: publication period; RevRating: review
rating; NumReview: the number of review AutExp: author experience; Compl:
completion of publication; PayService: transfer to pay service
The ten interaction terms are included to test the
interaction between eWOM (review rating and number of reviews) and five webtoon
characteristics for publication period and gamification. For example, the
interaction between author experience and review rating, and between author
experience and number of reviews, indicates that eWOM’s effect is more
pronounced when authors have considerable experience than when they have little
experience.
Author experience and genre interact with the
number of reviews to affect gamification. The transfer to pay service interact
crucially with review rating and the number of reviews and affect both
publication period and gamification. Webtoon completion and publication time
interact with review rating to affect publication period. Thus, hypothesis 3 is
supported and hypotheses 1, 2, 4, and 5 are supported in part, as webtoon
characteristics interact either with review rating or the number of reviews to
affect publication period or gamification. The study results provide online
streaming content service providers with specific information and practical
insights into the way webtoon characteristics can affect further webtoon
performance mediated by eWOM. To increase publication period, webtoon service
providers need to consider eWOM (review rating) as an important condition of
consumer response when webtoons intend to be transferred to pay service, or
webtoons are completed, and are published on less popular weekday. When
webtoons are transferrable to pay service, or published on less popular
weekday, service uncertainty increases and review rating should be monitored to
reduce service uncertainty which transfer to pay service and publication on
less popular day create before making a decision on expanding publication. When
online streaming contents are completed or suspended, the expansion of addition
publication is greatly depended on review rating to predict and determine
customer response to the possible future expanded online streaming contents.
For webtoon gamification, service providers should
evaluate eWOM (the number of reviews) when they are using the experienced
authors, popular genres or adopting transfer to pay service. The number of
reviews should be monitored to evaluate customers’ responses before making a
decision for expanding webtoon services to other business such as games when
they are using experienced authors, popular genres or transfer to pay service.
Experienced authors, popular genres are requiring to assess the number of reviews
for enhancing the already stable customer response for these online streaming
contents, while transfer to pay service is demanding monitoring of the number
of reviews for reducing service uncertainty which transfer to pay service may
create. This interaction between author experience and genre and the number of
reviews can enhance the influence of author experience and genre on
gamification.
Table 3.
Results of regression analysis for the first period (dependent variable = publication period) * p < 0.1, ** p < 0.05, *** p < 0.01.
Table 3.
Results of regression analysis for the first period (dependent variable = publication period) * p < 0.1, ** p < 0.05, *** p < 0.01.
Variables |
Standard beta |
Standard error |
t value |
p-value |
Review rating |
-.051** |
102.305 |
-2.006 |
.047 |
The number of reviews |
-2.117 |
.003 |
-.227 |
.821 |
Review rating X Author experience |
2.206 |
19.094 |
.601 |
.549 |
The number of reviews X Author experience |
.244* |
.000 |
1.783 |
.077 |
Review rating X Genre |
1.107 |
41.811 |
.702 |
.484 |
The number of reviews X Genre |
.039 |
.002 |
.217 |
.829 |
Review rating X Completion of publication |
6.687** |
94.941 |
2.352 |
.020 |
The number of reviews X Completion of publication |
.207 |
.004 |
.941 |
.348 |
Review rating X Transfer to pay service |
7.918** |
90.201 |
2.341 |
.021 |
The number of reviews X Transfer to pay service |
.442** |
.002 |
2.531 |
.012 |
Review rating X Publication time |
3.726* |
94.899 |
1.856 |
.066 |
The number of reviews X Publication time |
.033 |
.004 |
.277 |
.782 |
Table 4.
Linear probability model analysis results for the first period (dependent variable = gamification) * p < 0.1, ** p < 0.05, *** p < 0.01.
Table 4.
Linear probability model analysis results for the first period (dependent variable = gamification) * p < 0.1, ** p < 0.05, *** p < 0.01.
Variables |
Standard beta |
Standard error |
t value |
p-value |
Review rating |
-1.425** |
.264 |
-2.095 |
.038 |
The number of reviews |
-.459* |
.000 |
-1.951 |
.053 |
Review rating X Author experience |
3.613 |
.049 |
.941 |
.349 |
The number of reviews X Author experience |
.350** |
.000 |
2.449 |
.016 |
Review rating X Genre |
1.114 |
.108 |
.676 |
.500 |
The number of reviews X Genre |
.410** |
.000 |
2.196 |
.030 |
Review rating X Completion of publication |
6.311** |
.245 |
2.122 |
.036 |
The number of reviews X Completion of publication |
.181 |
.000 |
.787 |
.433 |
Review rating X Transfer to pay service |
6.460** |
.233 |
1.825 |
.070 |
The number of reviews X Transfer to pay service |
.533*** |
.000 |
2.923 |
.004 |
Review rating X Publication time |
3.105 |
.245 |
1.478 |
.142 |
The number of reviews X Publication time |
.102 |
.000 |
.812 |
.418 |
6. Conclusions and Implications
While the literature on online reviews and ratings’ effect on product sales is extensive, studies on eWOM that have centered on its effect on online streaming contents’ service performance measures are lacking. Thus, this paper examines eWOM’s interaction with webtoon characteristics—i.e., author experience, webtoon genre (drama or fantasy), webtoon completion, transfer to pay service, and publication time (Wednesday)—on webtoon contents’ publication period and gamification. Both webtoon completion and publication time interact with review rating and affect publication period, and author experience and genre interact with the number of reviews to affect gamification. The transfer to pay service interact importantly with review rating and the number of reviews and affect both publication period and gamification. These results provide insights into these interacting factors’ roles to further our understanding of the relation between eWOM and webtoon performance.
6.1. Implications for Researchers
Although research interest has focused largely on eWOM’s influence on product sales and purchasing behavior, few studies have yet examined its interactive effect with online streaming contents’ service characteristics on online streaming contents’ performance to determine the way this effect can enhance service characteristics’ influence on service performance or reduce service uncertainty attributable to these characteristics. While research interest increasingly has targeted eWOM’s effectiveness in online review sites, few studies yet have been devoted to webtoon characteristics’ moderating effect in the relation between eWOM and webtoon performance from the online streaming content service providers’ perspective of service uncertainty. While previous studies have suggested that eWOM affects product sales on the basis of the customer network base eWOM requires, and quality uncertainty frameworks, this paper showed online streaming content service providers’ reliance on eWOM to use the existing network base to determine the further expansion of service. Previous studies are silent on the way that contextual factors specific to online streaming contents affect the relation between eWOM and webtoon performance from the providers’ perspective. Our theoretical approach offers information systems scholars improved insights into the contexts in which webtoon suppliers use eWOM to extend webtoon publications further and develop them into game services.
Our study suggests the way the interaction between eWOM and webtoon characteristics influences webtoon performance measured by publication period and gamification to facilitate customers’ responses (in the case of author experience, genre, and webtoon completion) or diminish service uncertainty (in the case of transfer to pay service and publication time). These moderating webtoon characteristics are factors that serve either to enhance eWOM’s influence on service performance or reduce service uncertainty from the online streaming content service providers’ perspective. Based on social engagement frameworks, the paper provides theoretical explanations of suppliers’ motivation to use online webtoon reviews in various contexts of webtoon characteristics, such as author experience, genre, transfer to pay service, publication completion, and publication time.
6.2. Implications for Practitioners
Given that webtoons’ success ultimately should be determined by the extent to which the webtoon is published, seen by customers, and expanded to other businesses, such as games, webtoon service providers should design their services so they may adjust contextual features to focus on the interaction between such factors and eWOM. Webtoon service providers who operate in online review sites should focus on online streaming contents’ social validation and promote eWOM’s volume and valence proactively according to online streaming contents’ characteristics. For example, webtoon service platform providers should account for and adjust author experience, webtoon genre (drama or fantasy) and completion, transfer to pay service, and publication time when developing online streaming contents, and encourage users to log-in to their service accounts and participate in social interactions. To promote eWOM’s effect on webtoon performance, service providers might consider adjusting the webtoon characteristics listed immediately above in such a way that eWOM affects publication period and gamification positively. online streaming contents such as webtoons are causing service providers greater service uncertainty, as customers must experience these contents before deciding to subscribe to the service. Thus, service providers need to cope with service uncertainty and further online streaming content service by accounting for service characteristics as well as customers’ responses through eWOM.
Our study suggests that online streaming content service providers should consider author experience, genre popularity, and webtoon completion (including suspension), all of which interact importantly with eWOM to enhance customers’ responses. Further, service providers should consider transfer to pay service and unpopular publication time that interact with eWOM to reduce online streaming contents’ service uncertainty. Service providers with experienced authors who produce popular genres or offer pay service should consider promoting eWOM to a greater extent. They also should use ways to promote favorable evaluations of their offerings proactively based on past subscription performance, and change their webtoon characteristics flexibly to produce more favorable responses to their online streaming contents.
Data Availability
The sample data is available upon the review of the request.
Conflicts of Interest
The authors declare no conflict of interest.
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