GAMIFYING E-COMMERCE
WEBSITES
By D.A.B. Nirmani
BSc ( Hons ) in IT,
PgDip in CS
THE OUTLINE
 What is gamification?
 Why do we need gamification?
 Why do we need gamification in websites?
 Game elements
 Gamification in e-commerce
 E-commerce
 Examples
 Benefits
What?
 Gamification is the use of game design techniques, game
thinking and game mechanics to enhance non-game
contexts.
 Using game elements to make the boring moments
exciting.
Why?
 Think….
* There are over 1 billion websites in WWW as of Jan 2022.
* Even if you visit 100 websites regularly in a week it is only a
0.0000001th of the websites on the internet.
 Meaning?
* If you have a website…
* …NOBODY CARES ABOUT IT.
* Depressing if you have spent a lot of time, effort and
money.
So???
GIVE THEM SOMETHING TO CARE ABOUT!!
 A Gartner report shows that 70% of global 2000
companies use gamification in some way.
 The world will continue to see an increasing
demand for gamified systems.
 In fact, the global gamification market is
projected to grow from $9.1 billion in 2020 to
$30.7 billion by 2025.
Game ELEMENTS
 Game elements?
Anything that is used in the design of a game is referred to as a
game element.
 Game elements consist of components, mechanics, and
dynamics.
Story, characters, rewards, points, leaderboards, levels,
achievements, rules, feedback, challenge,
competition , various actions, behaviors,
emotions, narrative, progression…etc.
Gamification(
Making it
more
attractive)
Player
(Your User)
Journey
(Keep
surprising)
Experience
(Bring Emotion)
Immersiveness
(The building block to
user engagement)
Dynamics
(Don’t be
obvious)
 It can be an ‘actual game play’ or a strategy using
game-based elements such as point scoring, peer
competition, team work, score tables to drive
engagement and to enhance
e-commerce based outputs of a website.
Gamification in
e-commerce
E-commerce?
 Electronic commerce is the buying and selling of goods and
services, or the transmitting of funds or data, over an
electronic network.
Example 1
eBay's Bidding and Feedback System
 Buying items on eBay isn’t just a “purchase” like most
ecommerce sites; but when you buy something on eBay, you
felt that you WON!
Core Drive: Ownership & Possession
 You feel that you beat the others who were bidding against
you, sealing your victory. This is enormously a good example of
Development & Accomplishment.
 Teleflora gamified its store with a social engagement scheme
offering points for actions, increasing traffic from Facebook
conversion rates by 92%.
 Teleflora gamified its entire store, offering social loyalty system that
awarded points for a wide range of user
actions including customer reviews, comments, answers and
responses to other customer queries, and posts to Facebook. If an
individual offered the first review of a product or answer a question
in the user
Q&A section, they would receive additional bonus points.
 When customers gain points, they’re awarded discounts or free
shipping.
Example 2
EXAMPLE 3
 Karl Lagerfeld site - Pac-man inspired game.
 The game allows you to embody the designer's beloved cat,
Choupette, and find your way through the iconic Lagerfeld
Maison. It is your job to search for this season’s must-have styles
and, avoid the neighborhood dogs.
 The aim is to get as high a score as possible – bonus points are
available for picking up special items including; sunglasses, a
camera, a bag, Lagerfeld's lucky number seven and the Eiffel
Tower. Once a week, one lucky player will receive a Karl Lagerfeld
shopping experience at Karl Lagerfeld store in the UK and Europe
that’s worth €250.
Benefits of GAMIFYING
e-commerce websites
References
 https://yukaichou.com/gamification-examples/top-10-ecommerce-
gamification-examples-revolutionize-shopping/
 https://blog.saleslayer.com/ecommerce-
gamification#:~:text=Gamification%20is%20a%20strategy%20that,ter
m%20interest%20in%20the%20brand.
 https://www.segmentify.com/blog/best-uses-and-examples-of-
gamification-in-ecommerce
 https://virtina.com/gamification-elements-in-ecommerce/
 https://www.wigzo.com/blog/what-is-gamification-marketing/
 https://devrix.com/tutorial/playable-shopping-gamification-
ecommerce/
GAMIFYING E-COMMERCE WEBSITES.pptx

GAMIFYING E-COMMERCE WEBSITES.pptx

  • 1.
    GAMIFYING E-COMMERCE WEBSITES By D.A.B.Nirmani BSc ( Hons ) in IT, PgDip in CS
  • 2.
    THE OUTLINE  Whatis gamification?  Why do we need gamification?  Why do we need gamification in websites?  Game elements  Gamification in e-commerce  E-commerce  Examples  Benefits
  • 3.
    What?  Gamification isthe use of game design techniques, game thinking and game mechanics to enhance non-game contexts.  Using game elements to make the boring moments exciting.
  • 4.
    Why?  Think…. * Thereare over 1 billion websites in WWW as of Jan 2022. * Even if you visit 100 websites regularly in a week it is only a 0.0000001th of the websites on the internet.
  • 5.
     Meaning? * Ifyou have a website… * …NOBODY CARES ABOUT IT. * Depressing if you have spent a lot of time, effort and money. So??? GIVE THEM SOMETHING TO CARE ABOUT!!
  • 6.
     A Gartnerreport shows that 70% of global 2000 companies use gamification in some way.  The world will continue to see an increasing demand for gamified systems.  In fact, the global gamification market is projected to grow from $9.1 billion in 2020 to $30.7 billion by 2025.
  • 7.
    Game ELEMENTS  Gameelements? Anything that is used in the design of a game is referred to as a game element.  Game elements consist of components, mechanics, and dynamics. Story, characters, rewards, points, leaderboards, levels, achievements, rules, feedback, challenge, competition , various actions, behaviors, emotions, narrative, progression…etc.
  • 8.
    Gamification( Making it more attractive) Player (Your User) Journey (Keep surprising) Experience (BringEmotion) Immersiveness (The building block to user engagement) Dynamics (Don’t be obvious)
  • 9.
     It canbe an ‘actual game play’ or a strategy using game-based elements such as point scoring, peer competition, team work, score tables to drive engagement and to enhance e-commerce based outputs of a website.
  • 10.
  • 11.
    E-commerce?  Electronic commerceis the buying and selling of goods and services, or the transmitting of funds or data, over an electronic network.
  • 12.
    Example 1 eBay's Biddingand Feedback System
  • 13.
     Buying itemson eBay isn’t just a “purchase” like most ecommerce sites; but when you buy something on eBay, you felt that you WON! Core Drive: Ownership & Possession  You feel that you beat the others who were bidding against you, sealing your victory. This is enormously a good example of Development & Accomplishment.
  • 14.
     Teleflora gamifiedits store with a social engagement scheme offering points for actions, increasing traffic from Facebook conversion rates by 92%.  Teleflora gamified its entire store, offering social loyalty system that awarded points for a wide range of user actions including customer reviews, comments, answers and responses to other customer queries, and posts to Facebook. If an individual offered the first review of a product or answer a question in the user Q&A section, they would receive additional bonus points.  When customers gain points, they’re awarded discounts or free shipping. Example 2
  • 16.
    EXAMPLE 3  KarlLagerfeld site - Pac-man inspired game.  The game allows you to embody the designer's beloved cat, Choupette, and find your way through the iconic Lagerfeld Maison. It is your job to search for this season’s must-have styles and, avoid the neighborhood dogs.  The aim is to get as high a score as possible – bonus points are available for picking up special items including; sunglasses, a camera, a bag, Lagerfeld's lucky number seven and the Eiffel Tower. Once a week, one lucky player will receive a Karl Lagerfeld shopping experience at Karl Lagerfeld store in the UK and Europe that’s worth €250.
  • 18.
  • 19.
    References  https://yukaichou.com/gamification-examples/top-10-ecommerce- gamification-examples-revolutionize-shopping/  https://blog.saleslayer.com/ecommerce- gamification#:~:text=Gamification%20is%20a%20strategy%20that,ter m%20interest%20in%20the%20brand. https://www.segmentify.com/blog/best-uses-and-examples-of- gamification-in-ecommerce  https://virtina.com/gamification-elements-in-ecommerce/  https://www.wigzo.com/blog/what-is-gamification-marketing/  https://devrix.com/tutorial/playable-shopping-gamification- ecommerce/

Editor's Notes

  • #15 A conversion rate records the percentage of users who have completed a desired action. Conversion rates are calculated by taking the total number of users who ‘convert’ (for example, by clicking on an advertisement, dividing it by the overall size of the audience and converting that figure into a percentage..
  • #18 Maison Karl Lagerfeld is available to play on desktop, tablet and mobile via Karl.com/maison, the brand’s Facebook and Instagram channels, and in-store until 13 March 2020.