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Gamification in Aviation Sector: A Case Study of British Airways

   

Added on  2023-06-09

7 Pages1370 Words266 Views
How gamification is
applied in Aviation
sector

Table of Contents
INTRODUCTION...........................................................................................................................3
MAIN BODY...................................................................................................................................3
TASK...............................................................................................................................................3
Sector:.....................................................................................................................................3
Business:.................................................................................................................................4
Strategic position:...................................................................................................................4
Product and service:...............................................................................................................4
How to grow:..........................................................................................................................5
CONCLUSION................................................................................................................................6
REFERENCES:...............................................................................................................................7
Books and Journals.................................................................................................................7

INTRODUCTION
This report is going to analyse the use of gamification in the aviation sector. Information
technology is taking high rise in the aviation sector (Elitok and Bolat, 2020). Therefore, this task
will analyse and evaluate the game purpose with the motive of attracting customers.
MAIN BODY
TASK
Sector:
The group has chosen the aviation sector for developing game and enable benefits of
business information system. This sector is far better than the other government and utilities for
launching gamification in the services. Government sectors will not require gamification as they
have some limited products and services for the selected users. Also, the utilities sector is that
which provide public services infrastructure. Therefore, aviation is one of the latest and largest
sector growing through gamification.
Porter five forces
Threat of entry and exit: The aviation industry does not have much impact of new entry
and exit of new players (Shen, Weng and Han, 2019). As the industry require reputed brand
name and much investment which takes time for new players.
Bargaining power of buyers: The aviation sector has medium threat of buyers powers.
Due to having other airlines, the customers may bargain with the business when there is high
price difference among one another.
Bargaining power of suppliers: The aviation sector has high threat of suppliers’ power.
The industry requires high quality and precious equipment to operate their services. Due to
having lack of availability of much supplier, the existing ones may bargain by charging high
prices.
Threat of substitutes: It shows that; the aviation sector has high threat of substitutes.
People will take other transport facilities to travel when they do not find the airlines feasible.
Threat of rivalry: The impact of competition is not much high in aviation industry due
to having limited services.

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