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Implementation of game elements in online business related to fashion

Sangari, Negin; Fashami, Paria; Rezaeian, Feria; Sana, Shib Sankar; Abdolvand, Neda

Authors

Negin Sangari

Feria Rezaeian

Shib Sankar Sana

Neda Abdolvand



Contributors

Abstract

The gamification criteria based on the crisp analysis algorithm and the K-mean for clustering are studied. The calculation of the customer lifetime value (CLV) based on the recency frequency monetary variable (RFMV) model including purchase recency, purchase frequency, purchase monetary, and purchase variety, weight using Shannon index, as well as the diagnostic analysis in three cluster segments and their lifetime value. Additionally, we develop the consideration of gamification as a tool that online businesses can apply to boost CLV and increase online sales, especially clothing and footwear industry. The approximate volume of the sample includes all customers who follow the company's Instagram profile (242 customers). The findings indicate that gamification can greatly influence RFMV criteria and thus increase CLV. The final clustering shows that if gamification can offer the right mechanics by identifying the audience types, it can identify the most accurate motivations and thereby increase the CLV.

Citation

Sangari, N., Fashami, P., Rezaeian, F., Sana, S. S., & Abdolvand, N. (2024). Implementation of game elements in online business related to fashion. International Journal of Entrepreneurial Venturing, 16(4), 393-416. https://doi.org/10.1504/ijev.2024.144212

Journal Article Type Article
Acceptance Date Aug 30, 2024
Online Publication Date Jan 31, 2025
Publication Date 2024
Deposit Date Mar 6, 2025
Journal International Journal of Entrepreneurial Venturing
Print ISSN 1742-5360
Electronic ISSN 1742-5379
Publisher Inderscience
Peer Reviewed Peer Reviewed
Volume 16
Issue 4
Pages 393-416
DOI https://doi.org/10.1504/ijev.2024.144212
Public URL http://researchrepository.napier.ac.uk/Output/4168281