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

dc.contributor.authorSantos, D.
dc.contributor.authorCardoso, E.
dc.contributor.authorAlexandre, I.
dc.date.accessioned2023-04-19T09:03:35Z
dc.date.available2023-04-19T09:03:35Z
dc.date.issued2023
dc.date.updated2023-04-19T10:02:42Z
dc.description.abstractOnline 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.eng
dc.description.versioninfo:eu-repo/semantics/publishedVersion
dc.identifier.citationSantos, D., Cardoso, E., & Alexandre, I. (2023). Evaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contexts. Informatics, 10(2), 36. http://dx.doi.org/10.3390/informatics10020036
dc.identifier.doi10.3390/informatics10020036
dc.identifier.issn2227-9709
dc.identifier.urihttp://hdl.handle.net/10071/28455
dc.language.isoeng
dc.number2
dc.peerreviewedyes
dc.publisherMDPI
dc.relationinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F50008%2F2020/PT
dc.relationinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F03126%2F2020/PT
dc.rightsopen access
dc.subjectOnline commerceeng
dc.subjectGamificationeng
dc.subjectDesign thinkingeng
dc.subject.fosDomínio/Área Científica::Ciências Naturais::Ciências da Computação e da Informaçãopor
dc.subject.fosDomínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informáticapor
dc.titleEvaluating the impact of gamification on the online shop of a game server: A Comparison between the Portuguese and North American contextseng
dc.typearticle
dc.volume10
dspace.entity.typePublicationen
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-95633
iscte.journalInformatics
iscte.subject.odsEducação de qualidadepor
iscte.subject.odsIndústria, inovação e infraestruturaspor

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