Application of Gamification as a Driver for better Business Performances: Case of Grouper

Gamification appeared in the realm of marketing and became popular after 2010. The use of gaming applications has become a significant trend in the business world, as an opportunity for alternative interaction with users, particularly applicable in e-commerce. The goal of this study is to examine th...

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Main Authors: Nina Angelovska, Sasho Josimovski
Format: Article
Language:English
Published: Croatian Interdisciplinary Society 2021-03-01
Series:Interdisciplinary Description of Complex Systems
Subjects:
Online Access:http://indecs.eu/2021/indecs2021-pp132-145.pdf
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spelling doaj-0c822268c4ad4ede8a01fa38e641bb2d2021-04-03T13:14:09ZengCroatian Interdisciplinary SocietyInterdisciplinary Description of Complex Systems1334-46841334-46762021-03-0119113214510.7906/indecs.19.1.11Application of Gamification as a Driver for better Business Performances: Case of GrouperNina Angelovska0https://orcid.org/0000-0003-1040-7958Sasho Josimovski1https://orcid.org/0000-0002-4696-6439Macedonian E-commerce Association, Skopje, North MacedoniaFaculty of Economics, University "Ss. Cyril and Methodius", Skopje, North MacedoniaGamification appeared in the realm of marketing and became popular after 2010. The use of gaming applications has become a significant trend in the business world, as an opportunity for alternative interaction with users, particularly applicable in e-commerce. The goal of this study is to examine the effects of using gamification on increasing the customer database and sales or identifying the ability of gamification in turning visitors to users and users to customers, as well as the effects on event promotion and awareness. The research instrument used in this study to develop the game "Birthday slot machine" is the D6 design framework for gamification. Data used in this study is collected for a period of 15 days when the game was implemented, starting January 15 to January 30, 2014, from Grouper's customer and sales database. Descriptive analysis and T-test are used to analyze the effects of gamification application. The findings showed that the application of a well-structured game was effective, resulting in an increase in the number of new customers during the game by 318 %, an increase in monthly sales by 45 %, and well-created awareness for the company and event that was promoted.http://indecs.eu/2021/indecs2021-pp132-145.pdfe-commercegroup buying6d frameworkgamificationnorth macedonia
collection DOAJ
language English
format Article
sources DOAJ
author Nina Angelovska
Sasho Josimovski
spellingShingle Nina Angelovska
Sasho Josimovski
Application of Gamification as a Driver for better Business Performances: Case of Grouper
Interdisciplinary Description of Complex Systems
e-commerce
group buying
6d framework
gamification
north macedonia
author_facet Nina Angelovska
Sasho Josimovski
author_sort Nina Angelovska
title Application of Gamification as a Driver for better Business Performances: Case of Grouper
title_short Application of Gamification as a Driver for better Business Performances: Case of Grouper
title_full Application of Gamification as a Driver for better Business Performances: Case of Grouper
title_fullStr Application of Gamification as a Driver for better Business Performances: Case of Grouper
title_full_unstemmed Application of Gamification as a Driver for better Business Performances: Case of Grouper
title_sort application of gamification as a driver for better business performances: case of grouper
publisher Croatian Interdisciplinary Society
series Interdisciplinary Description of Complex Systems
issn 1334-4684
1334-4676
publishDate 2021-03-01
description Gamification appeared in the realm of marketing and became popular after 2010. The use of gaming applications has become a significant trend in the business world, as an opportunity for alternative interaction with users, particularly applicable in e-commerce. The goal of this study is to examine the effects of using gamification on increasing the customer database and sales or identifying the ability of gamification in turning visitors to users and users to customers, as well as the effects on event promotion and awareness. The research instrument used in this study to develop the game "Birthday slot machine" is the D6 design framework for gamification. Data used in this study is collected for a period of 15 days when the game was implemented, starting January 15 to January 30, 2014, from Grouper's customer and sales database. Descriptive analysis and T-test are used to analyze the effects of gamification application. The findings showed that the application of a well-structured game was effective, resulting in an increase in the number of new customers during the game by 318 %, an increase in monthly sales by 45 %, and well-created awareness for the company and event that was promoted.
topic e-commerce
group buying
6d framework
gamification
north macedonia
url http://indecs.eu/2021/indecs2021-pp132-145.pdf
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