Evaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contexts

Detalhes bibliográficos
Autor(a) principal: Santos, D.
Data de Publicação: 2023
Outros Autores: Cardoso, E., Alexandre, I.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/28455
Resumo: 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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spelling Evaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contextsOnline commerceGamificationDesign thinkingOnline 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.MDPI2023-04-19T09:03:35Z2023-01-01T00:00:00Z20232023-04-19T10:02:42Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/28455eng2227-970910.3390/informatics10020036Santos, D.Cardoso, E.Alexandre, I.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-09T17:34:43Zoai:repositorio.iscte-iul.pt:10071/28455Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:15:42.449322Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Evaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contexts
title Evaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contexts
spellingShingle Evaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contexts
Santos, D.
Online commerce
Gamification
Design thinking
title_short Evaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contexts
title_full Evaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contexts
title_fullStr Evaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contexts
title_full_unstemmed Evaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contexts
title_sort Evaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contexts
author Santos, D.
author_facet Santos, D.
Cardoso, E.
Alexandre, I.
author_role author
author2 Cardoso, E.
Alexandre, I.
author2_role author
author
dc.contributor.author.fl_str_mv Santos, D.
Cardoso, E.
Alexandre, I.
dc.subject.por.fl_str_mv Online commerce
Gamification
Design thinking
topic Online commerce
Gamification
Design thinking
description 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.
publishDate 2023
dc.date.none.fl_str_mv 2023-04-19T09:03:35Z
2023-01-01T00:00:00Z
2023
2023-04-19T10:02:42Z
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url http://hdl.handle.net/10071/28455
dc.language.iso.fl_str_mv eng
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dc.relation.none.fl_str_mv 2227-9709
10.3390/informatics10020036
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