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.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 |
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Keywords: | e-commerce, gamification, business strategy, ge-commerce |
Subjects: | 600 Technology (Applied Sciences) > 650 Management and Public Relations > 658 General management (Risk Management, Profit and Loss, Logistics) > 658.8 Mall, Shopping Center, E-Commerce |
Divisions: | Faculty of Engineering & Informatics > Informatics |
Depositing User: | Administrator UMN Library |
Date Deposited: | 21 Oct 2021 01:57 |
Last Modified: | 18 Apr 2023 03:05 |
URI: | https://kc.umn.ac.id/id/eprint/18903 |
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