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http://dx.doi.org/10.5392/JKCA.2022.22.07.202

A Study on Gamification-based Effective Digital Marketing Plan Targeting at Generation MZ  

Nang, Yunseo (숭실대학교 글로벌미디어학부)
Kim, Kyujung (숭실대학교 글로벌미디어학부)
Publication Information
Abstract
The purpose of this study is to identify gamification techniques and characteristics of digital marketing based on the main information communication, learning, and play of the current consumer group, and to present effective gamification digital marketing plans for the MZ generation. The summary of the research process is as follows. First, the characteristics and definitions of MZ generation and gamification were described and the concept was clarified. Second, domestic and foreign gamification cases were compared and analyzed. Studies show that we should be wary of gamification digital marketing, which fails to reflect the characteristics of the fun-seeking MZ generation by failing to organically connect the mechanisms and structures of gamification, focusing only on visible elements, such as Point, Badge, and Leaderboard. In addition, customers who lose the fun of obtaining rewards and leave because they feel that the rewards (points, badges, leaderboards) they provide are worthless should be prevented.
Keywords
Digital Contents; Digital Marketing; Gamification; Generation MZ;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
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