Gamification of E-commerce advertising

Online advertising is now a multi-billion dollar industry, with ads covering almost every popular website on the internet, promoting e-commerce products and services. However, with a large amount of ads that internet users are faced with daily, advertisement fatigue occurs and technologies have been...

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Main Author: Lo, Kenneth Jun Ting
Other Authors: Ng Wee Keong
Format: Final Year Project
Language:English
Published: 2016
Subjects:
Online Access:http://hdl.handle.net/10356/66730
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-667302023-03-03T20:54:11Z Gamification of E-commerce advertising Lo, Kenneth Jun Ting Ng Wee Keong School of Computer Engineering DRNTU::Science::Medicine::Computer applications Online advertising is now a multi-billion dollar industry, with ads covering almost every popular website on the internet, promoting e-commerce products and services. However, with a large amount of ads that internet users are faced with daily, advertisement fatigue occurs and technologies have been developed to help block online advertisements altogether. Traditional online advertising is losing its effectiveness in influencing consumers to be interested in learning more about a product. This project will explore the usage of Gamification for the purpose of engaging users in the advertisements of e-commerce products, and get them interested in learning more about the product. It will investigate whether introducing game mechanics into advertising will help improve the click through rates of online ads and enhance audience engagement. A web application, Wantaton, has been developed to test this hypothesis. This application will include several Gamification mechanics and will be tested on a sample population consisting of NTU students as the audience, and real e-commerce vendors as the advertisers. Results from 2 rounds of open Beta testing showed an approximate 50 fold increase (from 0.5% to 29%) when advertisements were packaged in a gamified platform with several gamification mechanics. This strongly suggests that introducing gamification mechanics is a good tool to help influence human behaviour, and further development will have to be done on Wantaton to help it be a truly effective gamified platform. Bachelor of Engineering (Computer Science) 2016-04-25T01:29:14Z 2016-04-25T01:29:14Z 2016 Final Year Project (FYP) http://hdl.handle.net/10356/66730 en Nanyang Technological University 64 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Science::Medicine::Computer applications
spellingShingle DRNTU::Science::Medicine::Computer applications
Lo, Kenneth Jun Ting
Gamification of E-commerce advertising
description Online advertising is now a multi-billion dollar industry, with ads covering almost every popular website on the internet, promoting e-commerce products and services. However, with a large amount of ads that internet users are faced with daily, advertisement fatigue occurs and technologies have been developed to help block online advertisements altogether. Traditional online advertising is losing its effectiveness in influencing consumers to be interested in learning more about a product. This project will explore the usage of Gamification for the purpose of engaging users in the advertisements of e-commerce products, and get them interested in learning more about the product. It will investigate whether introducing game mechanics into advertising will help improve the click through rates of online ads and enhance audience engagement. A web application, Wantaton, has been developed to test this hypothesis. This application will include several Gamification mechanics and will be tested on a sample population consisting of NTU students as the audience, and real e-commerce vendors as the advertisers. Results from 2 rounds of open Beta testing showed an approximate 50 fold increase (from 0.5% to 29%) when advertisements were packaged in a gamified platform with several gamification mechanics. This strongly suggests that introducing gamification mechanics is a good tool to help influence human behaviour, and further development will have to be done on Wantaton to help it be a truly effective gamified platform.
author2 Ng Wee Keong
author_facet Ng Wee Keong
Lo, Kenneth Jun Ting
format Final Year Project
author Lo, Kenneth Jun Ting
author_sort Lo, Kenneth Jun Ting
title Gamification of E-commerce advertising
title_short Gamification of E-commerce advertising
title_full Gamification of E-commerce advertising
title_fullStr Gamification of E-commerce advertising
title_full_unstemmed Gamification of E-commerce advertising
title_sort gamification of e-commerce advertising
publishDate 2016
url http://hdl.handle.net/10356/66730
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