JOURNAL OF BEIJING UNIVERSITY OF POSTS AND TELECOM ›› 2020, Vol. 22 ›› Issue (2): 23-29.doi: 10.19722/j.cnki.1008-7729.2019.0431

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Brief Analysis of Pan-gamification Design of Buy Together

  

  1. 1 School of Digital Media and Design Arts, Beijing University of Posts and Telecommunications,
    Beijing 100876, China; 
    2 Beijing Key Laboratory of Network System and Network Culture,
    Beijing 100876, China
  • Received:2020-01-01 Online:2020-04-30

Abstract: Buy Together has been successfully listed on the US stock market in less than three years, and become the third largest e-commerce platform after Taobao and JDcom The reason is that besides the advantages of the supply chain model and product positioning, the strategy of gamification design in every steps is also worth studying Comparative research method is used to analyze the gamification elements of Buy Together and its competitors, and to analyze how its pan-gamification design can drive users purchase behaviors It is hoped that the concept of pan-gamification design can bring new insights to designers in other fields

Key words: Buy Together, gamification, pan-gamification design, incentive mechanism

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