评估游戏化对游戏服务器在线商店的影响:葡萄牙和北美语境的比较

IF 3.4 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Diogo Santos, Elsa Cardoso, I. Alexandre
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引用次数: 0

摘要

在线商务在日益数字化的世界中迅速发展,而游戏化,即在行业之外的环境中设计游戏的做法,可以成为刺激消费者参与度和转化率的有效策略。本文描述了将游戏化引入网店的设计过程,该网店由两个相同类型的游戏服务器支持,即一个在美国,另一个在葡萄牙。通过设计思维过程的各个阶段,实现了一个游戏化系统,以满足商店中常见的各种类型用户的需求。所使用的游戏化元素旨在提高用户对商店的参与度,使他们更加了解现有产品和新产品的推出,通过无形的挑战和奖励来促进购买。在引入游戏化技术一个月后,评估了对服务器收入和用户满意度的影响(N=138)。结果表明,游戏化对用户有积极影响,两家商店的消费者互动显著增加。然而,从商业角度来看,结果显示,美国商店的收入仅增加,而葡萄牙商店与前几个月相比没有显著差异。在分析的两个用户群体中,只有那些经常光顾美国商店的用户对无形奖励表现出接受能力,而有形奖励(折扣)对这两个群体来说都是更大的激励因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluating the Impact of Gamification on the Online Shop of a Game Server: A Comparison between the Portuguese and North American Contexts
Online commerce has been growing rapidly in an increasingly digital world, and gamification, the practice of designing games in a context outside the industry itself, can be an effective strategy to stimulate consumer engagement and conversion rate. This paper describes the design process involved in introducing gamification into an online shop that is supported by two game servers of the same kind, namely one in the United States of America (US) and another in Portugal (PT). Through the various phases of the design thinking process, a gamified system was implemented to meet the needs of various types of users frequently found in the shops. The gamification elements used were intended to increase user engagement with the shops so that they would become more aware of existing products and the introduction of new products, promoting purchase through intangible challenges and rewards. The impacts on server revenues and user satisfaction (N = 138) were evaluated one month after introducing the gamification techniques. The results show that gamification has a positive effect on users, with a significant increase in consumer interaction in both shops. However, from a business point of view, the results show only an increase in revenue for the US shop, while the Portuguese shop shows no significant differences compared to previous months. Of the two user groups analyzed, only those who frequent the US shop show receptivity toward intangible rewards, with tangible rewards (discounts) being a greater motivating factor for both groups.
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来源期刊
Informatics
Informatics Social Sciences-Communication
CiteScore
6.60
自引率
6.50%
发文量
88
审稿时长
6 weeks
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