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Personalizing E-Commerce Experiences: A Machine Learning Framework for Dynamic Gamification and Customer Engagement

Journal of ICT Research and Applications (JICTRA) · Vol. 19 No. 3 (2026) · pp. 293–308

DOI
10.5614/itbj.ict.res.appl.2026.19.3.5
ISSN
2338-5499, 2337-5787
Published
2026-05-26
Publisher
DRI - ITB
Language
eng

Abstract

E-commerce platforms are increasingly challenged to sustain customer engagement amidst intensifying competition. Traditional gamification approaches, characterized by static, uniform mechanics, often fail to adapt to individual user preferences, leading to diminishing returns and decreased engagement over time. These conventional methods typically employ fixed reward structures that do not account for individual user behavior, resulting in a lack of sustained engagement. This paper introduces a comprehensive machine learning (ML) framework for dynamic gamification, designed to personalize game elements in real-time based on individual user behavior patterns. The framework integrates clustering algorithms, reinforcement learning (RL), and collaborative filtering techniques to analyze user interactions and generate adaptive gamified experiences. Simulated testing, conducted using a publicly available e-commerce customer behavior dataset from Kaggle, provided insights into diverse user preferences and behaviors. Simulated results demonstrated significant improvements, including a 32% increase in daily active users, a 24% higher conversion rate, and a 30.8% improvement in 30-day customer retention. The framework addresses critical technical challenges, such as scalability, real-time processing, and ethical data usage. This research contributes to the advancement of personalized digital experiences in e-commerce, offering practical guidelines for enhancing customer engagement through AI-driven gamification.

Keywords

Collaboration network of the authors

3 authors · 3 co-authorship links · 2 across different organisations

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  • University of Technology Malaysia
  • University of Southampton Malaysia
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
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Co-authorOrganisationJoint articles

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journals.itb.ac.id/index.php/jictra/oai, first harvested 26 Okt 2026, last seen 26 Okt 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">Personalizing E-Commerce Experiences: A Machine Learning Framework for Dynamic Gamification and Customer Engagement</dc:title>
	<dc:creator>Azman, Azizul</dc:creator>
	<dc:creator>Sunar, Mohd Shahrizal</dc:creator>
	<dc:creator>Zamri, Muhamad Najib</dc:creator>
	<dc:subject xml:lang="en-US">adaptive gamification</dc:subject>
	<dc:subject xml:lang="en-US">customer engagement</dc:subject>
	<dc:subject xml:lang="en-US">e-commerce</dc:subject>
	<dc:subject xml:lang="en-US">machine learning</dc:subject>
	<dc:subject xml:lang="en-US">real-time analytics</dc:subject>
	<dc:description xml:lang="en-US">E-commerce platforms are increasingly challenged to sustain customer engagement amidst intensifying competition. Traditional gamification approaches, characterized by static, uniform mechanics, often fail to adapt to individual user preferences, leading to diminishing returns and decreased engagement over time. These conventional methods typically employ fixed reward structures that do not account for individual user behavior, resulting in a lack of sustained engagement. This paper introduces a comprehensive machine learning (ML) framework for dynamic gamification, designed to personalize game elements in real-time based on individual user behavior patterns. The framework integrates clustering algorithms, reinforcement learning (RL), and collaborative filtering techniques to analyze user interactions and generate adaptive gamified experiences. Simulated testing, conducted using a publicly available e-commerce customer behavior dataset from Kaggle, provided insights into diverse user preferences and behaviors. Simulated results demonstrated significant improvements, including a 32% increase in daily active users, a 24% higher conversion rate, and a 30.8% improvement in 30-day customer retention. The framework addresses critical technical challenges, such as scalability, real-time processing, and ethical data usage. This research contributes to the advancement of personalized digital experiences in e-commerce, offering practical guidelines for enhancing customer engagement through AI-driven gamification.</dc:description>
	<dc:publisher xml:lang="en-US">DRI - ITB</dc:publisher>
	<dc:date>2026-05-26</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/octet-stream</dc:format>
	<dc:identifier>https://journals.itb.ac.id/index.php/jictra/article/view/25670</dc:identifier>
	<dc:identifier>10.5614/itbj.ict.res.appl.2026.19.3.5</dc:identifier>
	<dc:source xml:lang="en-US">Journal of ICT Research and Applications; Vol. 19 No. 3 (2026); 293-308</dc:source>
	<dc:source>2338-5499</dc:source>
	<dc:source>2337-5787</dc:source>
	<dc:source>10.5614/itbj.ict.res.appl.2026.19.3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journals.itb.ac.id/index.php/jictra/article/view/25670/7382</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2026 Journal of ICT Research and Applications</dc:rights>
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