Gamification within the Metaverse : A quantitative study to understand how consumer engagement is influenced by gamification strategies in the Metaverse

Detta är en Kandidat-uppsats från Karlstads universitet/Handelshögskolan (from 2013)

Sammanfattning: Through the development of digitalization, the use of the Metaverse and the strategy of utilizing game elements for brands has increased. Therefore, this thesis purpose has been to understand, from the consumers perspective, if consumer engagement is influenced by gamification strategies used by brands in the Metaverse. The study for this thesis was quantitative, where two digital surveys was performed. When collecting the initial survey, too few respondents were obtained which gave the study too vague result to work with. Therefore, the authors of this thesis decided, for a two-week period, to reopen the questionnaire. The final survey amounted in a total of 125 respondents and was therefore the one used for this thesis. Beside the information conducted by the survey, this theses relied on the theoretical framework based on previous research on aspects such as Gamification strategies, the Metaverse, consumer experience and consumer engagement. The results from this thesis showed that there was a significant relationship between how the repondents were aware of game elements and their purpose and if they let it influence their engagement beside their awareness. We did also perform two additional Pearson Chi-square cross-tabulations concerning the areas of encouragement and spending habits, and market perception. The results in those two did however not show any significant relationships.  This thesis contributes to an understanding of how applied gamification strategies within the Metaverse is experienced by consumers and how it influences them.

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