3. Gamification is the use of game design
techniques, game
thinking and game mechanics to enhance non-
game
contexts. Typically gamification applies to non-
game applications
and processes, in order to encourage people to
adopt them, or to
influence how they are used. Gamification works
by making
technology more engaging by encouraging users
to engage in
desired behaviors,by showing a path to mastery
and autonomy,
by helping to solve problems and not being a
4. GAMIFICATION…
FEEDBACK
IMPRESS THE
CONSUMER
TAKES UP A
LOT OF
ILUSSION OF
CONSUMERS
ACHIEVEMENT
TIME IN
POSITIVE WAY
9. •FASHION GAMES
(coco girl, mall
world)
•REAL BRANDS IN
SOCIAL GAMES
(retail therapy
topshop)
•COSTUMER
REWARD POLICY
SOCIAL
PRODUCTS
STATUS
10. 1 AUGMENTATION OF GAMIFICATION PLATFORMS
BIGGER NUMBER OF FASHION SITES WITH
GAMING
CHARACTERISTICS.
2 BETTER QUALITY OF SERVICES
3 COMPANIES GETTING MORE
ORGANIZED