Abstract
Gamification is a widely adopted marketing practice in fashion e-commerce, however many of its applications have failed to deliver results mainly due to a poor design. The purpose of this study is to examine whether the understanding of player types can inform the design of gamified systems. The study uses HEXAD player types model to examine player types in the fashion e-commerce. ASOS and its A-list loyalty scheme was chosen as a case, because ASOS is a popular fashion online retailer and it attempted to implement gamification in its services, which was however unsuccessful. The findings suggest that a large proportion of ASOS consumers can be clustered into Philanthropist and Free Spirit player types, while the design of ASOS gamification intervention was not designed to support their needs. The findings also revealed an emerging generation shift between millennials and generation Z.
Original language | English |
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Number of pages | 22 |
Publication status | Accepted/In press - 20 May 2020 |
Event | Annual Conference of the British Academy of Management 2020 - In The Cloud Duration: 2 Sept 2020 → 4 Sept 2020 |
Conference
Conference | Annual Conference of the British Academy of Management 2020 |
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Abbreviated title | BAM 2020 |
Period | 2/09/20 → 4/09/20 |
Keywords
- Gamification
- Fashion Industry
- HEXAD model
- E-commerce
- player types