Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/150660
Title: Gamification as a business strategy : how game mechanics drive user engagement and sales
Authors: Jameson, Hannah (2026)
Keywords: Gamification -- Malta
Customer loyalty -- Malta
Consumer behavior -- Malta
Sales promotion -- Malta
Business enterprises -- Malta
Issue Date: 2026
Citation: Jameson, H. (2026). Gamification as a business strategy : how game mechanics drive user engagement and sales (Bachelor’s dissertation).
Abstract: This dissertation examines how gamification can be used as a business strategy to improve user engagement and sales performance within a small-market context. The study focuses on this area because businesses increasingly rely on digital platforms to attract and retain cus tomers, yet there is limited research on how gamification influences user behaviour in smaller markets such as Malta. A quantitative research approach was adopted through an online survey of 111 participants who had interacted with gamified systems. The survey explored user experiences with features such as points, rewards, challenges, progress tracking and discounts. The data was analysed using descriptive statistics and correlation techniques to identify patterns between gamifica tion features, engagement, loyalty and purchasing behaviour. The general findings show that gamification has a positive effect on user engagement. Re spondents indicated that gamified features encouraged them to interact more frequently with platforms, return to apps and spend more time using them. More specifically, rewards, pro gress tracking and challenges were found to be the most influential features, especially when users felt close to achieving a reward or benefit. The findings also suggest that gamification can support customer loyalty and purchase inten tion when users perceive the system as valuable and enjoyable. However, concerns were iden tified around pressure to spend, limited-time rewards and manipulative design. This indicates that gamification is most effective when it is transparent, fair and designed around user needs. The study concludes that gamification can be an effective business strategy for improving en gagement and sales-related behaviour, but its success depends on careful and ethical imple mentation. Businesses should therefore use gamification as part of a wider user-centred strat egy rather than as a simple promotional tool.
Description: B.Sc. (Hons) Bus.& IT(Melit.)
URI: https://www.um.edu.mt/library/oar/handle/123456789/150660
Appears in Collections:Dissertations - FacEma - 2026
Dissertations - FacEMAMAn - 2026

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