An Agent-Based DSS for Word-of-Mouth Programs in Freemium Apps 1.0.0

**This software implements an agent-based framework that aggregates social network-level individual interactions to guide the construction of a successful decision support system (DSS) for WOM. The framework also has a data-driven iterative modeling approach to increase validity through automated calibration by metaheuristics. The framework is applied to run targeting and rewarding programs for a freemium social app where premium users discuss the product with their social network and promote the viral adoption.** --------- The purpose of this model is to better understand the dynamics of premium and paid content adoption in apps such as online game subscriptions. The goal of is to be used by marketers and decision makers to understand the social effects in these online purchases, and to test rewarding, incentives, and targeting policies to expand the number of premium users. This model will help us to better understand the dynamics of the social network of the app users. --------- There are local and potentially complex interactions between customers in WOM programs. For instance, customers can be influenced by their friends, and some of those friends may have a different amount of influence on them than other friends. This is easily captured in an ABM since each user can be modeled with their own social network connection and the weights on those connections. WOM customers are very heterogeneous. They have both their own social networks that are unique to them, and potentially their own adoption process as well. The agent users or customers could have different seasonality patterns, different number of friends in her/his local social network, and different premium app subscription status.
This is a companion discussion topic for the original entry at