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2024 | OriginalPaper | Buchkapitel

20. Fashion and Gamification

verfasst von : Elena Cedrola, Marta Giovannetti

Erschienen in: Digital Transformation for Fashion and Luxury Brands

Verlag: Springer International Publishing

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Abstract

Over the years, gamification has found traction in the business world. Academic literature has described gamification as the use of game design elements to enhance non-game goods and services by increasing customer value and encouraging value-creating behaviors. Some examples of these behaviors are increased consumption, greater loyalty, engagement, and product advocacy. These goals can be achieved in particular by individuals belonging to generations Y and Z, who are at ease with the world of gaming. This chapter aims to illustrate the issue of gaming as it applies to the fashion industry and to consider specific cases of fashion brands that have invested in this innovative field.

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Fußnoten
2
Centrical, accessed on 10 October 2022 from: https://​centrical.​com/​gamification-in-business/​.
 
4
Kara Chung x Marc Goehring—Animal Crossing Runway Show for Reference Festival, accessed on 10 October 2022 from: https://​youtu.​be/​P0xr2zRpBZU.
 
Literatur
Zurück zum Zitat Ozuem, W., Ranfagni, S., Willis, M., Rovai, S., & Howell, K. (2021). Exploring customers’ responses to online service failure and recovery strategies during Covid-19 pandemic: An actor–network theory perspective. Psychology & Marketing, 38(9), 1440–1459.CrossRef Ozuem, W., Ranfagni, S., Willis, M., Rovai, S., & Howell, K. (2021). Exploring customers’ responses to online service failure and recovery strategies during Covid-19 pandemic: An actor–network theory perspective. Psychology & Marketing, 38(9), 1440–1459.CrossRef
Zurück zum Zitat Ozuem, W., Willis, M., Howell, K., Helal, G., Ranfagni, S., & Lancaster, G. (2021). Effects of online brand communities on millennials’ brand loyalty in the fashion industry. Psychology & Marketing, 38(5), 774–793.CrossRef Ozuem, W., Willis, M., Howell, K., Helal, G., Ranfagni, S., & Lancaster, G. (2021). Effects of online brand communities on millennials’ brand loyalty in the fashion industry. Psychology & Marketing, 38(5), 774–793.CrossRef
Zurück zum Zitat Ozuem, W., Willis, M., Howell, K., Lancaster, G., & Ng, R. (2021). Determinants of online brand communities’ and millennials’ characteristics: A social influence perspective. Psychology & Marketing, 38(5), 794–818.CrossRef Ozuem, W., Willis, M., Howell, K., Lancaster, G., & Ng, R. (2021). Determinants of online brand communities’ and millennials’ characteristics: A social influence perspective. Psychology & Marketing, 38(5), 794–818.CrossRef
Metadaten
Titel
Fashion and Gamification
verfasst von
Elena Cedrola
Marta Giovannetti
Copyright-Jahr
2024
DOI
https://doi.org/10.1007/978-3-031-35589-9_20