Journal: World Journal Of Innovative Research (wjir)
ISSN Number:
0
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Abstract
Gamification and E-commerce are often
combined nowadays to achieve flourishing businesses and
engaging experiences for customers. Ascertaining how
businesses gain deeper engagement in services and products
they offer remains a viable research area.
The complex and varied nature of E-commerce businesses
makes it unnecessary to search for a one-size-fits-all solution in
gamification as a wide variety of E-commerce functions can be
gamified. By focusing on three E-commerce applications:
shopping and browsing in webshops, product/brand experience
and rating systems; this study presents a review of applied
gamification in E-commerce. For each of the selected
E-commerce domains, a description of the gamified
E-commerce functionality is given, a detailed analysis of an
existing system is offered and a list of further examples that also
used gamification for the same functions is presented.
This study shows which different common E-commerce
elements can be gamified and in which contexts the gamification
is best applied.
Index Terms
ABEL,S. OMOTOSHO,O. AJAYI,A. AWODELE,O. Otusile,O. .
"Gamification Patterns in Selected E-Commerce Platforms" 7, no (), (2019):
35-35.
ABEL,S. and OMOTOSHO,O. and AJAYI,A. and AWODELE,O. and Otusile,O. and .
(2019). Gamification Patterns in Selected E-Commerce Platforms, 7
(), pp35-35.