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...
Saved in:
Main Author: | |
---|---|
Other Authors: | |
Format: | Final Year Project |
Language: | English |
Published: |
2016
|
Subjects: | |
Online Access: | http://hdl.handle.net/10356/66730 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Nanyang Technological University |
Language: | English |
id |
sg-ntu-dr.10356-66730 |
---|---|
record_format |
dspace |
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 |
_version_ |
1759854483956826112 |