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.

Details

Title
Let’s play! Gamification as a marketing tool to deliver a digital luxury experience
Author
Milanesi, Matilde 1 ; Guercini, Simone 1   VIAFID ORCID Logo  ; Runfola, Andrea 2 

 University of Florence, Department of Economics and Management, Florence, Italy (GRID:grid.8404.8) (ISNI:0000 0004 1757 2304) 
 University of Perugia, Department of Economics, Perugia, Italy (GRID:grid.9027.c) (ISNI:0000 0004 1757 3630) 
Pages
2135-2152
Publication year
2023
Publication date
Dec 2023
Publisher
Springer Nature B.V.
ISSN
13895753
e-ISSN
15729362
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2884486328
Copyright
© The Author(s) 2022. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.