Year: 2014
Author: Meister, Sandra, Steudte, Frank
Der Betriebswirt, Vol. 55 (2014), Iss. 1 : pp. 13–18
Abstract
Gamification means the use of game elements and game-design techniques in a non-game context. Especially for e-commerce, this approach allows to increase customer loyalty and engagement. To use gamification successfully, it s absolutely essential to understand the motivation and expectations of the customers. Therefore, gamified approaches should not only build on extrinsic but also on the intrinsic motivation The change of customers’ needs over the time have also to be taken into account. Thus, gamification describes a continuous process which leverages customers’ emotions.
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Journal Article Details
Publisher Name: Global Science Press
Language: German
DOI: https://doi.org/10.3790/dbw.55.1.13
Der Betriebswirt, Vol. 55 (2014), Iss. 1 : pp. 13–18
Published online: 2014-02
AMS Subject Headings: Duncker & Humblot, Deutscher Betriebswirte-Verlag GmbH
Copyright: COPYRIGHT: © Global Science Press
Pages: 6
Keywords: Game Elemente player 039's journey gilt group flow zone
Author Details
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Section Title | Page | Action | Price |
---|---|---|---|
Sandra Meister / Frank Steudte: Gamification im E-Commerce. Betrachtung potenzieller Einsatzmöglichkeiten anhand von Fallbeispielen | 13 | ||
Summary | 13 | ||
Gamification und seine Elemente | 13 | ||
Motivation als Treiber des Erfolgs | 14 | ||
Entwicklung im Laufe der Player’s Journey | 16 | ||
Gamification am Beispiel der Gilt Groupe | 17 | ||
Handlungsempfehlungen | 18 | ||
Literatur | 18 |