The Effects of Gamification on Customers at Japanese EC Sites: An Exploratory Study Based on a Corporate Case Study
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- WANG meihui
- The University of Tokyo
Bibliographic Information
- Other Title
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- 日本 EC サイトにおけるゲーミフィーケーションが顧客に及ぼす効果について:企業事例研究に基づく試論的考察
Abstract
This research concentrates on e-commerce sites, seeking out potent affordance elements in gamification. It uncovers, via case studies, that sites employing gamification affordances, which cultivate “Interaction Ritual Chains“ from an ecological psychology viewpoint, are more likely to achieve superior performance. This research aims to contribute to new strategic thinking in the marketing field through connections with sociology, ecological psychology, and gamification.
Journal
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- Proceedings of Annual Conference, Digital Game Research Association JAPAN
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Proceedings of Annual Conference, Digital Game Research Association JAPAN 14 (0), 130-135, 2024
Digital Game Research Association JAPAN
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Details 詳細情報について
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- CRID
- 1390862555421163392
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- ISSN
- 27586480
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- Text Lang
- ja
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- Data Source
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- JaLC
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- Abstract License Flag
- Allowed