{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,1,18]],"date-time":"2026-01-18T06:38:52Z","timestamp":1768718332831,"version":"3.49.0"},"reference-count":88,"publisher":"Emerald","issue":"4","license":[{"start":{"date-parts":[[2023,10,30]],"date-time":"2023-10-30T00:00:00Z","timestamp":1698624000000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["JSIT"],"published-print":{"date-parts":[[2023,11,14]]},"abstract":"<jats:sec><jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title><jats:p>Mobile apps usually have a short lifespan, and this prevents the majority from surviving long enough to generate revenue for their developers. To address this issue, this study aims to recognize the role of engagement and immersion and develops a cognitive-affective theoretical framework to associate these factors with the lifespan of an app. Moreover, the authors focus on gaming apps because of their dominance on mobile platforms, and because a few of them become lucrative while the majority perish within a few weeks.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title><jats:p>This study uses a longitudinal survey-based approach to collect data on one of the popular gaming apps (Pok\u00e9mon Go), which received international attention. The design focuses on identifying factors that extend the lifespan of the app and affects users\u2019 decision to continue or stop using the app over time. The authors use the survival analysis and structural equation modeling to analyze the theoretical framework.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Findings<\/jats:title><jats:p>The authors find the centrality of the users\u2019 experience of immersion to extend the mobile app lifespan. Engagement influences immersion and immersion predicts users\u2019 decision to continue or stop using the app. Users\u2019 experience of immersion increases the probability of the apps\u2019 survival by 12%.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title><jats:p>To the best of the authors\u2019 knowledge, this is the only study that proposes a theoretical framework, meticulously investigates the factors that can lead to survival of a mobile app and uses longitudinal data for the empirical analysis.<\/jats:p><\/jats:sec>","DOI":"10.1108\/jsit-03-2023-0056","type":"journal-article","created":{"date-parts":[[2023,10,27]],"date-time":"2023-10-27T07:27:53Z","timestamp":1698391673000},"page":"364-394","source":"Crossref","is-referenced-by-count":5,"title":["The relationship between immersive experience and shelf life of mobile apps: an empirical study of a gaming application"],"prefix":"10.1108","volume":"25","author":[{"given":"Ali","family":"Balapour","sequence":"first","affiliation":[]},{"given":"Rajiv","family":"Sabherwal","sequence":"additional","affiliation":[]},{"given":"Varun","family":"Grover","sequence":"additional","affiliation":[]}],"member":"140","published-online":{"date-parts":[[2023,10,30]]},"reference":[{"issue":"2","key":"key2023111409133283100_ref001","doi-asserted-by":"crossref","first-page":"381","DOI":"10.25300\/MISQ\/2018\/13157","article-title":"E-mail interruptions and individual performance: is there a silver lining?","volume":"42","year":"2018","journal-title":"MIS Quarterly"},{"issue":"4","key":"key2023111409133283100_ref002","doi-asserted-by":"crossref","first-page":"665","DOI":"10.2307\/3250951","article-title":"Time flies when you're having fun: cognitive absorption and beliefs about information technology usage","volume":"24","year":"2000","journal-title":"MIS Quarterly"},{"key":"key2023111409133283100_ref003","volume-title":"Event History Analysis: Regression for Longitudinal Event Data","year":"1984"},{"issue":"5","key":"key2023111409133283100_ref004","doi-asserted-by":"crossref","first-page":"427","DOI":"10.1016\/j.jsp.2006.04.002","article-title":"Measuring cognitive and psychological engagement: validation of the student engagement instrument","volume":"44","year":"2006","journal-title":"Journal of School Psychology"},{"issue":"4","key":"key2023111409133283100_ref005","doi-asserted-by":"crossref","first-page":"374","DOI":"10.1057\/ejis.2014.10","article-title":"Five-factor model personality traits as predictors of perceived and actual usage of technology","volume":"24","year":"2015","journal-title":"European Journal of Information Systems"},{"issue":"2","key":"key2023111409133283100_ref006","first-page":"160","article-title":"Investigating the continuance intention to play massively multi-player online games","volume":"9","year":"2014","journal-title":"International Journal of Business and Information"},{"key":"key2023111409133283100_ref007","unstructured":"Clement, J. 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