Dienst van SURF
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Introduction: Few studies have examined the sales of stolen account credentials on darkweb markets. In this study, we tested how advertisement characteristics affect the popularity of illicit online advertisements offering account credentials. Unlike previous criminological research, we take a novel approach by assessing the applicability of knowledge on regular consumer behaviours instead of theories explaining offender behaviour.Methods: We scraped 1,565 unique advertisements offering credentials on a darkweb market. We used this panel data set to predict the simultaneous effects of the asking price, endorsement cues and title elements on advertisement popularity by estimating several hybrid panel data models.Results: Most of our findings disconfirm our hypotheses. Asking price did not affect advertisement popularity. Endorsement cues, including vendor reputation and cumulative sales and views, had mixed and negative relationships, respectively, with advertisement popularity.Discussion: Our results might suggest that account credentials are not simply regular products, but high-risk commodities that, paradoxically, become less attractive as they gain popularity. This study highlights the necessity of a deeper understanding of illicit online market dynamics to improve theories on illicit consumer behaviours and assist cybersecurity experts in disrupting criminal business models more effectively. We propose several avenues for future experimental research to gain further insights into these illicit processes.
New online stores and digital distribution methods have led to the development of alternative monetization models for video-games, such as free-to-play games with advertisements. Although there are many games using such models, until now the effect on the player experience from such interruptions has not been studied. In this controlled experiment, we requested that participants (N=236) play one of three different versions of a platformer game with: 1) no interruptions, 2) 30-second video advertisements, and 3) a multiple-choice questionnaire. We then evaluated the effects on the player experience. The study shows differences in their experiences, namely in: competence, immersion, annoyance, affects, and the reliability of the questionnaire answers. The contribution of this work is to identify which player experience variables are affected by interruptions, which can be valuable for selecting the business model and guiding the game design process.
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Today, consumers expect companies to be socially responsible. However, the literature is undecided about the effects of communicating one's corporate social responsibility activities to consumers. This raises the question of how sustainability-driven companies can best advertise their products to stimulate ethical consumption: using self-benefit frames, where the main beneficiary is the consumer, or using other-benefit frames, where the main beneficiary is a third party. Using three experiments, this study examines the effect of other-benefit (vs. self-benefit) advertising frames on consumers' impulse purchases from sustainability-driven companies. Increasing impulse purchases can help such companies to strengthen their competitive positions. Additionally, it is studied to what extent two types of justification (moral versus deservingness) explain the proposed effect of advertising frames. The results show that only other-benefit frames affect impulse buying behavior, both directly, as mediated by moral justification. This study's insights may help sustainability-driven companies to decide on their advertising strategies by providing evidence that other-benefit-framed advertisements are more effective in enhancing impulse purchases than self-benefit-framed advertisements.