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Let’s play! Gamification as a marketing tool to deliver a digital luxury experience
This paper aims to investigate the features of gamification as a digital marketing tool to deliver a digital luxury experience. The paper employs the qualitative methodology of case study and presents a case of a multi-brand luxury company adopting gamification through the development of a game app....
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8762629/ http://dx.doi.org/10.1007/s10660-021-09529-1 |
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author | Milanesi, Matilde Guercini, Simone Runfola, Andrea |
author_facet | Milanesi, Matilde Guercini, Simone Runfola, Andrea |
author_sort | Milanesi, Matilde |
collection | PubMed |
description | This paper aims to investigate the features of gamification as a digital marketing tool to deliver a digital luxury experience. The paper employs the qualitative methodology of case study and presents a case of a multi-brand luxury company adopting gamification through the development of a game app. Four features of the gaming luxury experience are discussed: individual and collective gaming experiences, exclusiveness through rarity in luxury gaming, social networking and virtual influencing marketing mechanisms, and cross-fertilization between gaming and e-commerce. The paper expands the knowledge on gamification by highlighting its main features as a digital marketing tool for luxury companies and the benefits it can bring in terms of consumer experience, engagement, and sales. It also contributes to studies on luxury companies by discussing gamification as a means to create digital luxury experiences, particularly suitable for the new generations of consumers, such as Generation Z. |
format | Online Article Text |
id | pubmed-8762629 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-87626292022-01-18 Let’s play! Gamification as a marketing tool to deliver a digital luxury experience Milanesi, Matilde Guercini, Simone Runfola, Andrea Electron Commer Res Article This paper aims to investigate the features of gamification as a digital marketing tool to deliver a digital luxury experience. The paper employs the qualitative methodology of case study and presents a case of a multi-brand luxury company adopting gamification through the development of a game app. Four features of the gaming luxury experience are discussed: individual and collective gaming experiences, exclusiveness through rarity in luxury gaming, social networking and virtual influencing marketing mechanisms, and cross-fertilization between gaming and e-commerce. The paper expands the knowledge on gamification by highlighting its main features as a digital marketing tool for luxury companies and the benefits it can bring in terms of consumer experience, engagement, and sales. It also contributes to studies on luxury companies by discussing gamification as a means to create digital luxury experiences, particularly suitable for the new generations of consumers, such as Generation Z. Springer US 2022-01-17 /pmc/articles/PMC8762629/ http://dx.doi.org/10.1007/s10660-021-09529-1 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Article Milanesi, Matilde Guercini, Simone Runfola, Andrea Let’s play! Gamification as a marketing tool to deliver a digital luxury experience |
title | Let’s play! Gamification as a marketing tool to deliver a digital luxury experience |
title_full | Let’s play! Gamification as a marketing tool to deliver a digital luxury experience |
title_fullStr | Let’s play! Gamification as a marketing tool to deliver a digital luxury experience |
title_full_unstemmed | Let’s play! Gamification as a marketing tool to deliver a digital luxury experience |
title_short | Let’s play! Gamification as a marketing tool to deliver a digital luxury experience |
title_sort | let’s play! gamification as a marketing tool to deliver a digital luxury experience |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8762629/ http://dx.doi.org/10.1007/s10660-021-09529-1 |
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