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PANTEION UNIVERSITYMARKETING AND PUBLIC    RELATIONS LAB   SOCIAL MEDIA AND  ENTREPRENEURSHIP
ByDouble  Pair
Gamification is the use of game design                 techniques, game thinking and game mechanics to enhance non-       ...
GAMIFICATION…                          FEEDBACK                         IMPRESS THE                          CONSUMER     ...
•POINTS•LEVELS•LEADERBOARDS•BADGETS•MISSIONS
GAME DYNAMICSAPPOINTMENTS     AVOIDANCE         FREE LUNCH
COMMITMENTAND LOYALTY                   COLLECTION OF                   CUSTOMER                   PERSONAL DATA.BIGGER KN...
PART 3GAMIFICATIONIN FASHION
•FASHION  GAMES(coco girl, mallworld)•REAL BRANDS INSOCIAL GAMES(retail therapy topshop)•COSTUMERREWARD POLICYSOCIAL     ...
1  AUGMENTATION OF GAMIFICATION PLATFORMS    BIGGER NUMBER OF FASHION SITES WITHGAMING   CHARACTERISTICS.             2  ...
GAMIFICATION IN FASHION
 ANASTASIA-MARIE KTENA TINA SELINOPOULOU PETROS DIMITRAKOS MARIOS PSARIANOS EKTORAS AERAKISTWITTER HANDLER:@nastazia_91
PROFESSORS:   GIORGOS GIANNAKEASNEKTARIOS SILIGARDAKHS    IWANNHS DOKSARAS        COORDINATOR:           LHDA TSENE       ...
GAMIFICATION IN FASHION- JIMMY CHOO- NIKE
GAMIFICATION IN FASHION- JIMMY CHOO- NIKE
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GAMIFICATION IN FASHION- JIMMY CHOO- NIKE

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what is gamification and how it is used by the fashion industry

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Transcript of "GAMIFICATION IN FASHION- JIMMY CHOO- NIKE"

  1. 1. PANTEION UNIVERSITYMARKETING AND PUBLIC RELATIONS LAB SOCIAL MEDIA AND ENTREPRENEURSHIP
  2. 2. ByDouble Pair
  3. 3. Gamification is the use of game design techniques, game thinking and game mechanics to enhance non- game contexts. Typically gamification applies to non- game applications and processes, in order to encourage people to adopt them, or toinfluence how they are used. Gamification works by makingtechnology more engaging by encouraging users to engage in desired behaviors,by showing a path to mastery and autonomy, by helping to solve problems and not being a
  4. 4. GAMIFICATION… FEEDBACK IMPRESS THE CONSUMER TAKES UP A LOT OF ILUSSION OF CONSUMERS ACHIEVEMENT TIME IN POSITIVE WAY
  5. 5. •POINTS•LEVELS•LEADERBOARDS•BADGETS•MISSIONS
  6. 6. GAME DYNAMICSAPPOINTMENTS AVOIDANCE FREE LUNCH
  7. 7. COMMITMENTAND LOYALTY COLLECTION OF CUSTOMER PERSONAL DATA.BIGGER KNOWLEDGEABOUT COMPANY/ INCREASEGREAT COVERAGE INCOME
  8. 8. PART 3GAMIFICATIONIN FASHION
  9. 9. •FASHION GAMES(coco girl, mallworld)•REAL BRANDS INSOCIAL GAMES(retail therapy topshop)•COSTUMERREWARD POLICYSOCIAL PRODUCTSSTATUS
  10. 10. 1 AUGMENTATION OF GAMIFICATION PLATFORMS  BIGGER NUMBER OF FASHION SITES WITHGAMING CHARACTERISTICS. 2 BETTER QUALITY OF SERVICES 3 COMPANIES GETTING MORE ORGANIZED
  11. 11. GAMIFICATION IN FASHION
  12. 12.  ANASTASIA-MARIE KTENA TINA SELINOPOULOU PETROS DIMITRAKOS MARIOS PSARIANOS EKTORAS AERAKISTWITTER HANDLER:@nastazia_91
  13. 13. PROFESSORS: GIORGOS GIANNAKEASNEKTARIOS SILIGARDAKHS IWANNHS DOKSARAS COORDINATOR: LHDA TSENE HEAD OF LAB: BETTY TSAKARESTOY
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