Fashion and Gamification
Elena Cedrola and
Marta Giovannetti
Additional contact information
Marta Giovannetti: University of Macerata
Chapter 20 in Digital Transformation for Fashion and Luxury Brands, 2024, pp 423-442 from Springer
Abstract:
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.
Date: 2024
References: Add references at CitEc
Citations:
There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:spr:sprchp:978-3-031-35589-9_20
Ordering information: This item can be ordered from
http://www.springer.com/9783031355899
DOI: 10.1007/978-3-031-35589-9_20
Access Statistics for this chapter
More chapters in Springer Books from Springer
Bibliographic data for series maintained by Sonal Shukla () and Springer Nature Abstracting and Indexing ().