Gamification: from #purchasemode to #gamemode = Gamification in eCommerce

In the world of eCommerce, many people wonder how to improve their online store. Gamification in eCommerce answers this question by stating that a user’s #purchasemode must become his or her #purchasemode.


That is to say, a user’s purchase process must be taken as the starting point, but, from  the point of view of a video game, the starting point is registration. This makes it possible to record a user’s data in the company database. In my opinion, the best option would be to create a personalised 3D avatar (something similar to a SIMS character) to use this videogame resource as a sales opportunity. A potential consumer will then feel more secure about his/her information or personal image.

Secondly, and more importantly in gamification, the online store top users should be rewarded. It is clear that the purchase number factor is very important to create the “top buyer” ranking, but why not go beyond?  Of course consumers have crucial information about products which they usually express externally, and use of contact forms is less frequent. An avatar can appear onscreen when a user is connected and make questions about the product being viewed or about to be purchased – this  would serve as an online consumer  and product analysis.  However, you should not overdo it, or else consumers will end up fed up with the questions. This could be described as the evolution of draw prizes in exchange for answering questions and providing personal data.


Then there is the complex, original idea of creating a game that keeps users online as long as possible. This may have less functionality on the page (this should be examined), but if this is the case, a Facebook game could be created which included a link to the online store and information tracking. If Hollywood hypes its films and this works well, why can’t eCommerce do the same with online games? The trick would be to include products as parts of the game, or even for the game to be about items for sale, as if it was a quiz, so that users not only play and product data are collected, but consumers obtain increasingly more product information, which brings them closer to making a purchase decision. Here users could also be encouraged to “invite” others to play the game.

In addition, users’ scores could be calculated on the basis of the number of times information, products, and links, etc. are shared  (depending on the store) on social networks. The variables of how many users are included in their social networks and their feedback levels could also be included.

Of course, every store must choose its name on the basis of its own needs. But user gamification when users contribute information about products or share their actions on social media is another option. All that would be necessary would be to choose a discount or other reward range on the basis of the variables selected – in this case, the number of purchases made in the store, plus the type of game selected to collect data, plus Social Media. And that is how the gamified ranking for an online store would be created.

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