Gamification Elements in E-commerce – A Review

Lina Fatini Azmi, Norasnita Ahmad, N. A. Iahad
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引用次数: 8

Abstract

The implementation of gamification is driven by a range of factors, including the environment of the application, the elements involved and the types of users. The best practical method for effective gamification application still remains unclear, making it difficult to determine the most effective elements for an e-commerce website. This paper aims to present the literature review conducted to classify the gamification elements in e-commerce that have been investigated in previous studies which were published within the last four years (20182021). This is done to identify the most appropriate and relevant gamification elements to use in our future study. The findings from previous studies showed that gamification improved positive consumer behaviour in e-commerce, particularly in terms of engagement, and at the same time helped to boost business profitability. Furthermore, previous studies in this field have also found that rewards, badges and leaderboards were the most widely used gamification elements. This study may be used as a foundation for the researchers to build and develop a gamification framework for e-commerce in the future.
电子商务中的游戏化元素综述
游戏化的实现是由一系列因素驱动的,包括应用程序的环境、所涉及的元素和用户类型。有效的游戏化应用程序的最佳实践方法仍然不清楚,这使得很难确定电子商务网站最有效的元素。本文旨在介绍对电子商务中的游戏化元素进行分类的文献综述,这些元素在过去四年(20182021)内发表的先前研究中进行了调查。这样做是为了确定在我们未来的研究中使用的最合适和相关的游戏化元素。之前的研究结果表明,游戏化改善了电子商务中的积极消费者行为,特别是在参与度方面,同时有助于提高企业盈利能力。此外,该领域之前的研究还发现,奖励、徽章和排行榜是使用最广泛的游戏化元素。本研究可作为未来研究人员建构电子商务游戏化框架的基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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