Gamification Markeitng And Sense Of Achievement
Krishnaveni, T and Shanthi, v (2026) Gamification Markeitng And Sense Of Achievement. Gamification Markeitng And Sense Of Achievement, 16 (4): 4. pp. 102-104.
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Abstract
Abstract
Gamification on e-commerce platforms increases impulsive shopping behavior by leveraging game-like mechanics such
as rewards, badges, and social features to create emotional engagement, perceived fun, and a sense of urgency. Gamified
systems offer clear goals, points, badges, and progress bars that provide tangible milestones, giving customers a sense
of accomplishment and investment in the brand. Finally it concludes that in games, earning points or unlocking levels
brings a sense of achievement and these elements are incorporated into experience a feeling of completion and success.
| Item Type: | Article |
|---|---|
| Domains: | Commerce |
| Depositing User: | Mr IR Admin |
| Date Deposited: | 11 May 2026 06:43 |
| Last Modified: | 11 May 2026 06:43 |
| URI: | https://ir.vistas.ac.in/id/eprint/16245 |

Citation
Citation