Emergence of Gamified Commerce: Turning Virtual to Real

被引:4
|
作者
Harwood, Tracy [1 ]
机构
[1] De Montfort Univ, Inst Creat Technol, Leicester, Leics, England
关键词
E-Commerce; Gamified; Gaming; Reality; Virtual; Virtual Worlds;
D O I
10.4018/jeco.2012040102
中图分类号
F [经济];
学科分类号
02 ;
摘要
This paper; published in large part in Ciaramitam (2011) Girtual Worlds and E-Commerce, reflects how gaming and virtual worlds have impacted on ecommerre in recent years. A dynamic commercial environment with massive growth in user numbers and an overspill into real worlds through gamtfication, virtual worlds have contributed new language, new ways of engaging customers in branded virtual experiences and new business models. Co-creation and co-production remain central themes within this environment. Convergence between online and offline proceeds apace, facilitated by ever more accessible technological interfaces such as mobile and tablets but also now micro-projection technologies that enable new ways ofsharing and engaging. The paper reviews the convergence context and concludes with a discussion of haw relationships between customers and businesses have changed, economies have emerged and boundaries between virtual and real have become blurred to form gamilied commercial experiences.
引用
收藏
页码:16 / 39
页数:24
相关论文
共 50 条
  • [1] Understanding the Intention to Use Virtual Currency in a Gamified E-Commerce Context
    George, Anoop
    Joy, Manu Melwin
    Sajid, Muhammed
    Nowfal S, Muhammed
    [J]. INTERNATIONAL JOURNAL OF ONLINE MARKETING, 2022, 12 (01)
  • [2] Getting real about virtual commerce
    Evans, P
    Wurster, TS
    [J]. HARVARD BUSINESS REVIEW, 1999, 77 (06) : 85 - +
  • [3] Toys Become Tools: From Virtual Worlds to Real Commerce
    Vitzthum, Sascha
    Kathuria, Abhishek
    Konsynski, Benn
    [J]. COMMUNICATIONS OF THE ASSOCIATION FOR INFORMATION SYSTEMS, 2011, 29
  • [4] Does the utilitarian value of gamified virtual currency affect its usage intention in the context of e-commerce?
    George, Anoop
    Joy, Manu Melwin
    Nowfal, S. Muhammed
    Sajid, Muhammed
    [J]. INTERNATIONAL JOURNAL OF INDIAN CULTURE AND BUSINESS MANAGEMENT, 2023, 28 (03) : 285 - 300
  • [5] Comparison of a Gamified and Non-Gamified Virtual Reality Training Assembly Task
    Palmas, Fabrizio
    Labode, David
    Plecher, David A.
    Klinker, Gudrun
    [J]. 2019 11TH INTERNATIONAL CONFERENCE ON VIRTUAL WORLDS AND GAMES FOR SERIOUS APPLICATIONS (VS-GAMES), 2019, : 9 - 16
  • [6] Diversity in the emergence of electronic commerce
    Graham, I
    Spinardi, G
    Williams, R
    [J]. JOURNAL OF INFORMATION TECHNOLOGY, 1996, 11 (02) : 161 - 172
  • [7] The emergence of M-commerce
    Senn, JA
    [J]. COMPUTER, 2000, 33 (12) : 148 - 150
  • [8] ArtScape: Gamified Virtual Reality Art Exploration
    Chrysanthakopoulou, Agapi
    Kalatzis, Konstantinos
    Michalakis, George
    Michalellis, Isidoros
    Moustakas, Konstantinos
    [J]. 2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2022), 2022, : 897 - 898
  • [9] E-Commerce Shopping Gets Real: The Rise of Interactive Virtual Reality
    Billewar, Satish R.
    Jadhav, Karuna
    Babu, D. Henry
    Ghane, Sunil
    [J]. BIOSCIENCE BIOTECHNOLOGY RESEARCH COMMUNICATIONS, 2021, 14 (05): : 130 - 132
  • [10] A GAMIFIED VIRTUAL LEARNING ENVIRONMENT FOR STATISTICS LEARNING
    Tenorio, Marcos Mincov
    Lopes, Rui Pedro
    de Gois, Lourival Aparecido
    dos Santos Junior, Guatacara
    [J]. 12TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED), 2018, : 6248 - 6257