玩还是不玩:游戏化在时尚零售行业的应用

R. Goldberg, Valeska Nel
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引用次数: 0

摘要

新冠肺炎疫情重创了世界经济,影响了许多行业。鉴于传统营销沟通渠道在数字时代的日益不足,时尚零售商正在寻找与消费者沟通的创新方式。游戏化作为一种营销传播工具的功效可以与它满足用户内在需求的潜力联系在一起,表面上是通过自动使用唤起愉快的消费者体验,让人想起电子游戏的沉浸感。本研究的目的是调查游戏化在时尚零售行业的应用。在定性的方法之后是探索性的研究设计。判断抽样用于确定共25名参与者,通过进行三个焦点小组收集数据。利用Atlas.ti软件对数据进行莫尔斯场分析。结果表明,消费者意识到游戏化并喜欢使用它,并将其描述为一种有趣而愉快的体验。消费者使用游戏化应用的主要动机是获得折扣、代金券、积分或奖励等形式的经济利益。使用游戏化应用程序的主要挑战是它们不提供用户友好的界面,以及隐私和安全问题以及连接问题。
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TO PLAY OR NOT TO PLAY: THE USE OF GAMIFICATION IN THE FASHION RETAIL INDUSTRY
The COVID-19 pandemic has devastated the world economy, affecting many industries. Given the growing inadequacies of traditional marketing communication channels in the digital age, fashion retailers are looking at innovative ways of communicating with consumers. Gamification’s efficacy as a marketing communication’s tool can be linked to its potential to satisfy users’ intrinsic needs, ostensibly through evoking a pleasurable consumer experience via autotelic use reminiscent of videogame engagement. The goal of this study was to investigate the use of gamification in the fashion retail industry. A qualitative approach was followed by means of an exploratory research design. Judgement sampling was used to identify a total of 25 participants from whom data was gathered by means of conducting three focus groups. Data was analysed by means of the Morse and Field approach using Atlas.ti. The results indicate that consumers are aware of gamification and enjoy using it, describing it as a fun and enjoyable experience. Consumers’ primary motivation for using gamification applications is to gain financial benefit in the form of discounts, vouchers, points or rewards. The dominant challenges identified with using gamification applications are that they do not provide a user-friendly interface, as well as privacy and security concerns and connection issues.
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