Gamification of the work floor: A literature review of gamifying production and logistics operations
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › Scientific › peer-review
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Gamification of the work floor: A literature review of gamifying production and logistics operations. / Warmelink, Harald; Koivisto, Jonna; Mayer, Igor; Hamari, Juho.
Proceedings of the 51st Annual Hawaii International Conference on System Sciences (HICSS). Hawaii International Conference on System Sciences, 2018.Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › Scientific › peer-review
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TY - GEN
T1 - Gamification of the work floor: A literature review of gamifying production and logistics operations
AU - Warmelink, Harald
AU - Koivisto, Jonna
AU - Mayer, Igor
AU - Hamari, Juho
PY - 2018
Y1 - 2018
N2 - We review the current body of academic literature concerning gamification of production and logistics. The findings indicate that production execution and control has been addressed most often in the current body of literature, which consists mostly of design research. Objectives and goals, points, achievements, multimedial feedback, metaphorical/fictional representations, and levels and progress are currently most often employed gamification affordances on this field. The research has focused on examining or considering motivation, enjoyment and flow as the main psychological outcomes of gamification in the given context, while individual performance and efficiency are the most commonly examined or suggested behavioral/organizational impacts. Future studies should employ more rigorous study designs and firmly ground the discussions in organization theory.
AB - We review the current body of academic literature concerning gamification of production and logistics. The findings indicate that production execution and control has been addressed most often in the current body of literature, which consists mostly of design research. Objectives and goals, points, achievements, multimedial feedback, metaphorical/fictional representations, and levels and progress are currently most often employed gamification affordances on this field. The research has focused on examining or considering motivation, enjoyment and flow as the main psychological outcomes of gamification in the given context, while individual performance and efficiency are the most commonly examined or suggested behavioral/organizational impacts. Future studies should employ more rigorous study designs and firmly ground the discussions in organization theory.
U2 - 10.24251/HICSS.2018.139
DO - 10.24251/HICSS.2018.139
M3 - Conference contribution
BT - Proceedings of the 51st Annual Hawaii International Conference on System Sciences (HICSS)
PB - Hawaii International Conference on System Sciences
ER -