Leveraging Online Games and Entertainment to Enhance Airline Load Factors and Sustainability
Bekele, Abdi (2025)
Bekele, Abdi
2025
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202504186962
https://urn.fi/URN:NBN:fi:amk-202504186962
Tiivistelmä
This thesis investigated the feasibility, structure, and implementation strategy of a gamified airline ticketing platform designed to improve load factors and passenger engagement within the aviation industry. The concept emerged in response to the increasing need for innovative solutions in air travel, particularly those that integrate digital entertainment to address unsold seat inventory and enhance customer experience. The work aimed to assess whether a service platform that combines gaming mechanics with airline ticket distribution could serve as a sustainable, regulation-compliant, and investor-attractive business model. A business plan was developed using the Business Model Canvas and researched to evaluate its practical applicability and investment readiness. The scope covered business modeling, regulatory compliance, operational feasibility, market segmentation, and monetization strategies.
The theoretical framework drew from the literature on business model innovation, platform economics, gamification, and aviation service structures. The Business Model Canvas was used to organize the concept’s structural elements. Regulatory considerations in the aviation and gaming sectors and strategic approaches to customer engagement and digital monetization were examined. The research was conducted between 2024–2025. A qualitative research approach was used. Primary data were collected through semi-structured expert interviews with aviation business professionals, gaming experts, and business advisors. Thematic analysis was applied to the transcribed interviews, resulting in five major themes: feasibility, regulation, operational challenges, segmentation, and strategic growth.
The findings indicate that while the concept holds strong potential, its success depends on a clear regulatory framework, credible financial modeling, and phased implementation through pilot programs. Experts highlighted the importance of skill-based gaming design, strategic airline partnerships, and personalized engagement strategies. Furthermore, the Business Model Canvas was a helpful starting point but insufficient for investment readiness.
The analysis concludes that the gamified ticketing platform is feasible if supported by early-stage compliance validation, technical scalability, a diversified revenue model, and targeted market positioning. The outcome of this thesis provides a foundation for future development and pilot testing of the proposed platform.
The theoretical framework drew from the literature on business model innovation, platform economics, gamification, and aviation service structures. The Business Model Canvas was used to organize the concept’s structural elements. Regulatory considerations in the aviation and gaming sectors and strategic approaches to customer engagement and digital monetization were examined. The research was conducted between 2024–2025. A qualitative research approach was used. Primary data were collected through semi-structured expert interviews with aviation business professionals, gaming experts, and business advisors. Thematic analysis was applied to the transcribed interviews, resulting in five major themes: feasibility, regulation, operational challenges, segmentation, and strategic growth.
The findings indicate that while the concept holds strong potential, its success depends on a clear regulatory framework, credible financial modeling, and phased implementation through pilot programs. Experts highlighted the importance of skill-based gaming design, strategic airline partnerships, and personalized engagement strategies. Furthermore, the Business Model Canvas was a helpful starting point but insufficient for investment readiness.
The analysis concludes that the gamified ticketing platform is feasible if supported by early-stage compliance validation, technical scalability, a diversified revenue model, and targeted market positioning. The outcome of this thesis provides a foundation for future development and pilot testing of the proposed platform.