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

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Gamification of production and logistics operations : Status quo and future directions. / Warmelink, Harald; Koivisto, Jonna; Mayer, Igor; Vesa, Mikko; Hamari, Juho.

julkaisussa: Journal of Business Research, 2018.

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Warmelink, Harald ; Koivisto, Jonna ; Mayer, Igor ; Vesa, Mikko ; Hamari, Juho. / Gamification of production and logistics operations : Status quo and future directions. Julkaisussa: Journal of Business Research. 2018.

Bibtex - Lataa

@article{e7f67475126149ab8e6cb623a15690a1,
title = "Gamification of production and logistics operations: Status quo and future directions",
abstract = "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.",
keywords = "Design research, Gamification, Logistics, Operations, Organization theory, Production",
author = "Harald Warmelink and Jonna Koivisto and Igor Mayer and Mikko Vesa and Juho Hamari",
year = "2018",
doi = "10.1016/j.jbusres.2018.09.011",
language = "English",
journal = "Journal of Business Research",
issn = "0148-2963",
publisher = "Elsevier",

}

RIS (suitable for import to EndNote) - Lataa

TY - JOUR

T1 - Gamification of production and logistics operations

T2 - Status quo and future directions

AU - Warmelink, Harald

AU - Koivisto, Jonna

AU - Mayer, Igor

AU - Vesa, Mikko

AU - Hamari, Juho

PY - 2018

Y1 - 2018

N2 - 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.

AB - 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.

KW - Design research

KW - Gamification

KW - Logistics

KW - Operations

KW - Organization theory

KW - Production

U2 - 10.1016/j.jbusres.2018.09.011

DO - 10.1016/j.jbusres.2018.09.011

M3 - Article

JO - Journal of Business Research

JF - Journal of Business Research

SN - 0148-2963

ER -