UMN Knowledge Center

Gamified e-Commerce A New Paradigm on e-Media Business

Hansun, Seng (2012) Gamified e-Commerce A New Paradigm on e-Media Business. Ultimatics : Jurnal Teknik Informatika, 4 (2). ISSN 2085-4552

Full text not available from this repository.
Official URL: https://ejournals.umn.ac.id/index.php/TI/article/v...

Abstract

Nowadays, e-commerce and e-business have increasingly become a necessary component of business strategy. It’s also become a strong catalyst for economic development. We can see it through the report given by various authors [1, 2, 3]. Gamification, on the other hand, is a new term used to describe the using of game elements and game design techniques in other non-game areas/activities, such as business, education, health, politics, etc [4]. Gamification studies and improvements also take place on the e-commerce fields, as we can see on some e-commerce sites, such as ebay, foursquare, amazon gold box, and salesforce.com which has implement the gamification concept on their sites. On this paper, we will explore this new paradigm on e-media business: the usage of gamification concept on e-commerce field. Is it possible? What are the advantages? And what are the disadvantages? All this questions lead us to the new term known as GE-commerce (Gamified E-commerce).

Item Type: Article
Uncontrolled Keywords: e-commerce, gamification, business strategy, ge-commerce
Subjects: H Social Sciences > HF Commerce
H Social Sciences > HF Commerce > HF7 E-Commerce
Divisions: Fakultas Teknik Informatika > Program Studi Informatika
Depositing User: mr admin umn
Date Deposited: 21 Oct 2021 01:57
Last Modified: 21 Oct 2021 01:57
URI: http://kc.umn.ac.id/id/eprint/18903

Actions (login required)

View Item View Item