added by Sam Blumenthal · updated 2y ago
Tophatter is bringing gamified commerce to the U.S.
- This is an era of Shopping as Entertainment—shopping not out of need, but to scratch an itch, to feel like you did something, to kill time. In the case of Temu, the marketplace’s homepage is a “chaotic display of products, resembling a general discovery feed with a search bar at the very top,” writes Terry Nguyen. The chaos comes from the various t... See more
alexi gunner added
- As we graduate beyond the intent-driven model of e-commerce—marked by table-like grids of products, filters, and search bars, there are opportunities to create new experiences that promote the sense of serendipity and fun of shopping in the real world. Indeed, as Ada points out below, Pinduoduo considers itself part e-commerce platform, part entert... See more
from Facebook and Instagram Shops are here, finally. Plus an interview with Chinese social commerce giant Pinduoduo by Li Jin
sari added
- Gamification features open up new dimensions for an app:1. Retention: owning the user through owning their time. If the app aims to maintain and increase user’s attention real-estate, mini-games encourages frequent app check-ins, increases usage frequency, DAUs and improves retention. The one KPI that Chinese super-apps all adhere to is the f... See more
from Premium special: Gamification of Chinese consumer tech by Lillian Li
Lillian Sheng added