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HEC-Ecole de gestion de l'Université de Liège
HEC-Ecole de gestion de l'Université de Liège
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The role and impact of gamification in the luxury sector

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Genin, Laura ULiège
Promoteur(s) : Steils, Nadia ULiège
Date de soutenance : 18-jui-2024/25-jui-2024 • URL permanente : http://hdl.handle.net/2268.2/20303
Détails
Titre : The role and impact of gamification in the luxury sector
Titre traduit : [fr] Le rôle et l'impact de la gamification dans le secteur du luxe.
Auteur : Genin, Laura ULiège
Date de soutenance  : 18-jui-2024/25-jui-2024
Promoteur(s) : Steils, Nadia ULiège
Membre(s) du jury : Hosay, Nathalie ULiège
Langue : Anglais
Nombre de pages : 69
Discipline(s) : Sciences économiques & de gestion > Marketing
Institution(s) : Université de Liège, Liège, Belgique
Diplôme : Master en sciences de gestion, à finalité spécialisée en international strategic marketing
Faculté : Mémoires de la HEC-Ecole de gestion de l'Université de Liège

Résumé

[fr] This thesis explores how gamification, defined as the use of game mechanisms in non-game contexts (Deterding, Dixon, Khaled & Nacke, 2011), can transform marketing and customer engagement in the luxury sector. At a time when digital marketing is essential, gamification is presented as a new way to captivate consumers, offering enriching experiences and enhancing brand loyalty (Mohanty and Christopher, 2023).

Luxury, characterized by its exclusivity and prestige, is distinguished by the quality, authenticity, and aesthetics of its products (Eloi, 2023). Historically reserved for the elite, the luxury market has expanded with the evolving expectations of consumers, especially Millennials and Generation Z, who seek eco-friendly and high-quality products (Néret, 2018). This work thus examines how digitalization has transformed the sector, creating new opportunities for luxury brands.

Gamification has already been successfully used in various sectors such as education and sports (Orji & Moffatt, 2018), but its application in luxury remains underexplored. Concrete examples are cited in the research, such as Chanel's virtual loyalty card, which offers challenges to customers to earn exclusive products. These strategies help improve brand image and create emotional connections with customers (Veg-Sala, Geerts, 2021).

To evaluate the impact of gamification, a quantitative study was conducted, analysing variables such as luxury image, purchase intention, and brand image according to age. The results show that gamification can indeed enhance brand image among young consumers, although its impact is less positive for older consumers. Moreover, the results do not allow conclusions to be drawn regarding consumers' purchase intention or the impact on luxury image.

This research concludes that although gamification presents significant opportunities for the luxury sector, it must be implemented strategically to avoid diluting the exclusive brand image. Recommendations include personalizing gamified experiences to meet the specific expectations of different consumer segments and harmoniously integrating game elements into the digital ecosystem of luxury brands.


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  • Genin, Laura ULiège Université de Liège > Master sc. gest., fin. spéc. int. strat. mark.

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