Trends and Applications of Gamification in E-Commerce: A Systematic Literature Review

Muhamad Adhytia Wana Putra Rahmadhan, D. I. Sensuse, Ryan Randy Suryono, Kautsarina Kautsarina
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引用次数: 3

Abstract

Background: Gamification is a trend that has emerged with the growth of e-commerce. Given the wide range of human characteristics, determining which gamification elements perform well and what impact those gamification elements have can be challenging. Objective: This study aims to conduct a systematic literature review to broadly review the impact that can be caused by the application of gamification elements in e-commerce. This study also attempts to identify the current trends in using gamification elements. Methods: This study was carried out based on the Kitchenham approach and analyzes 25 research papers extracted from a total of 550 papers. The articles were gathered from ACM, Emerald, ScienceDirect, and Scopus and were published between 2016 and 2021. Results: This study found that the trend of research in the field of gamification in e-commerce continues to grow every year. Also, this study found that the most frequently used gamification elements are achievement-oriented (such as rewards, points, badges, and leaderboards). Meanwhile, immersion-related gamification elements (such as avatars, fantasy, etc.) are emerging as a new trend for new gamification elements to be incorporated in e-commerce. This study also found three major themes, namely consumer loyalty, consumer engagement, and user behavior, as a result of the application of gamification in e-commerce. Conclusion: This study helps to improve knowledge of various gamification elements, trends, and impacts on e-commerce. Future studies need to examine the challenges that may arise in the application of gamification elements to the three major themes found in this study and find potential solutions to overcome them.   Keywords: E-Commerce, Gamification, Gamification trends and applications, Kitchenham, Systematic literature review.  
电子商务中的游戏化趋势与应用:系统文献综述
背景:游戏化是随着电子商务的发展而出现的一种趋势。考虑到人类特征的广泛性,确定哪些游戏化元素表现良好以及这些游戏化元素的影响可能具有挑战性。目的:本研究旨在通过系统的文献综述,对游戏化元素在电子商务中的应用可能产生的影响进行综述。本研究还试图确定使用游戏化元素的当前趋势。方法:本研究采用Kitchenham方法,从550篇文献中抽取25篇文献进行分析。这些文章来自ACM、Emerald、ScienceDirect和Scopus,发表于2016年至2021年之间。结果:本研究发现,电子商务游戏化领域的研究趋势每年都在持续增长。此外,该研究还发现,最常使用的游戏化元素是以成就为导向的(游戏邦注:如奖励、积分、徽章和排行榜)。与此同时,与沉浸感相关的游戏化元素(如化身、幻想等)正在成为电子商务中融入新游戏化元素的新趋势。本研究还发现了游戏化在电子商务中应用的三个主要主题,即消费者忠诚度、消费者参与度和用户行为。结论:本研究有助于提高对各种游戏化元素、趋势及其对电子商务的影响的认识。未来的研究需要检查在将游戏化元素应用于本研究中发现的三个主要主题时可能出现的挑战,并找到克服这些挑战的潜在解决方案。关键词:电子商务,游戏化,游戏化趋势与应用,Kitchenham,系统文献综述
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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