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

Author

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

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.

Suggested Citation

  • Warmelink, Harald & Koivisto, Jonna & Mayer, Igor & Vesa, Mikko & Hamari, Juho, 2020. "Gamification of production and logistics operations: Status quo and future directions," Journal of Business Research, Elsevier, vol. 106(C), pages 331-340.
  • Handle: RePEc:eee:jbrese:v:106:y:2020:i:c:p:331-340
    DOI: 10.1016/j.jbusres.2018.09.011
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    References listed on IDEAS

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    2. Maria Elena Latino & Marta Menegoli & Fulvio Signore & Maria Chiara De Lorenzi, 2023. "The Potential of Gamification for Social Sustainability: Meaning and Purposes in Agri-Food Industry," Sustainability, MDPI, vol. 15(12), pages 1-18, June.
    3. Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
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    5. Hana Dler Ahmed & Gulsum Asiksoy, 2021. "The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions," Sustainability, MDPI, vol. 13(18), pages 1-19, September.
    6. Wallius, Eetu & Klock, Ana Carolina Tomé & Hamari, Juho, 2022. "Playing it safe: A literature review and research agenda on motivational technologies in transportation safety," Reliability Engineering and System Safety, Elsevier, vol. 223(C).

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