Publication:
Demystifying the concept of IoT enabled gamification in retail marketing: An exploratory study

dc.contributor.authorJayasooriya, S
dc.contributor.authorAlles, T
dc.contributor.authorThelijjagoda, S
dc.date.accessioned2022-03-01T08:06:17Z
dc.date.available2022-03-01T08:06:17Z
dc.date.issued2020-09-24
dc.description.abstractThe retail landscape is evolving rapidly as firms embrace innovative technologies in an attempt to stay ahead of the aggressive competition prevalent within the industry. Gamification is one such innovative technology that has been gaining popularity in recent times. This study aims to explore the application of Gamification in the context of Retail Marketing in Sri Lanka and ultimately propose a concept for a Gamified application that can be used by customers of moderntrade retailers. The study took an exploratory qualitative approach where intensive surveys of literature and in-depth interviews with a judgmental purposive sample of seven marketing professionals in the modern-trade retail industry were conducted to determine the current play of technology in retail marketing as well as the drivers & challenges of Gamification adoption. Further, in-depth interviews with the customers of such organizations were conducted in gathering user preferences and design recommendations for a Gamified app. Thematic analysis was carried out in deriving insights. Findings show that the retail firms currently employ several technologies in line with those discussed in existing literature such as loyalty card systems, digital signage, VR technologies, online Gamification amidst others in carrying out their marketing efforts. Gamification is predominantly applied in the online context as opposed to the offline (in-store) context. Furthermore, the key drivers that propel firms to implement novel technology like Gamification are to generate customer insights, enhance customer experience and achieve marketing related KPI targets. Conversely, inadequate technology infrastructure, justifying the focus on a niche crowd of tech-oriented customers and slow ROI pose as challenges in the process of Gamification adoption. Three main themes emerged upon exploring user preferences and design recommendations for a Gamified app and are identified as information at the touch of a fingerprint, automation & integration and use of game mechanics. Ultimately by incorporating these insights gathered, a concept for a Gamified app was proposed.en_US
dc.identifier.citationS. Jayasooriya, T. Alles and S. Thelijjagoda, "Demystifying the concept of IoT enabled gamification in retail marketing: An exploratory study," 2020 International Research Conference on Smart Computing and Systems Engineering (SCSE), 2020, pp. 234-241, doi: 10.1109/SCSE49731.2020.9313039.en_US
dc.identifier.doi10.1109/SCSE49731.2020.9313039en_US
dc.identifier.issn2613-8662
dc.identifier.urihttps://rda.sliit.lk/handle/123456789/1439
dc.language.isoenen_US
dc.publisherIEEEen_US
dc.relation.ispartofseries2020 International Research Conference on Smart Computing and Systems Engineering (SCSE);Pages 234-241
dc.subjectDemystifyingen_US
dc.subjectconcept of IoTen_US
dc.subjectenabled gamificationen_US
dc.subjectretail marketingen_US
dc.subjectexploratory studyen_US
dc.titleDemystifying the concept of IoT enabled gamification in retail marketing: An exploratory studyen_US
dc.typeArticleen_US
dspace.entity.typePublication

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