Let’s play! Gamification as a marketing tool to deliver a digital luxury experience
Matilde Milanesi (),
Simone Guercini () and
Andrea Runfola ()
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Matilde Milanesi: University of Florence
Simone Guercini: University of Florence
Andrea Runfola: University of Perugia
Electronic Commerce Research, 2023, vol. 23, issue 4, No 6, 2135-2152
Abstract:
Abstract This paper aims to investigate the features of gamification as a digital marketing tool to deliver a digital luxury experience. The paper employs the qualitative methodology of case study and presents a case of a multi-brand luxury company adopting gamification through the development of a game app. Four features of the gaming luxury experience are discussed: individual and collective gaming experiences, exclusiveness through rarity in luxury gaming, social networking and virtual influencing marketing mechanisms, and cross-fertilization between gaming and e-commerce. The paper expands the knowledge on gamification by highlighting its main features as a digital marketing tool for luxury companies and the benefits it can bring in terms of consumer experience, engagement, and sales. It also contributes to studies on luxury companies by discussing gamification as a means to create digital luxury experiences, particularly suitable for the new generations of consumers, such as Generation Z.
Keywords: Luxury; Gamification; Digital experience; E-commerce; Retail (search for similar items in EconPapers)
Date: 2023
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DOI: 10.1007/s10660-021-09529-1
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