Gamification of production and logistics operations: Status quo and future directions




Warmelink Harald, Koivisto Jonna, Mayer Igor, Vesa Mikko, Hamari Juho

PublisherElsevier Inc.

2020

 Journal of Business Research

Journal of Business Research

106

331

340

0148-2963

1873-7978

DOIhttps://doi.org/10.1016/j.jbusres.2018.09.011

https://doi.org/10.1016/j.jbusres.2018.09.011

https://research.utu.fi/converis/portal/detail/Publication/36112330



This article presents a review of the current body of academic
literature concerning gamification of production and logistics to
understand the status quo and provide suggestions for future research.
The findings indicate that the execution and control of production and
logistic processes has been addressed most often in the current body of
literature, which mostly consists of design research. Objectives and
goals, points, achievements, multimedial feedback, metaphorical or
fictional representations, and levels and progress are currently the
most often employed affordances within this field. Research has focused
in the given context on examining or considering motivation, enjoyment
and flow, as the main psychological outcomes of gamification, while
individual performance and efficiency are the most commonly examined or
suggested behavioral and organizational impacts. Future studies should
employ more rigorous designs within new subdomains of production and
logistics and should firmly ground research designs and discussions in
management theory and critical studies.


Last updated on 26/11/2024 02:25:34 PM