Gamification of the work floor: A literature review of gamifying production and logistics operations

Gamification of the work floor: A literature review of gamifying production and logistics operations
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工作场所游戏化:生产和物流运营游戏化的文献综述

DOI:
10.24251/hicss.2018.139
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发表时间:
2018
期刊:
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影响因子:
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通讯作者:
Juho Hamari
Juho Hamari
中科院分区:
--
文献类型:
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作者:
H. Warmelink;Jonna Koivisto;I. Mayer;M. Vesa;Juho Hamari

文献摘要

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我们回顾了目前关于生产和物流游戏化的学术文献。调查结果表明,当前的文献中最常涉及生产执行和控制,其中大部分是设计研究。目标和目的,点,成就,多媒体反馈,隐喻/虚构的表示,以及水平和进度是目前最常用的游戏化启示在这个领域。该研究的重点是研究或考虑动机,享受和流动作为游戏化在特定背景下的主要心理结果,而个人表现和效率是最常见的研究或建议的行为/组织影响。未来的研究应该采用更严格的研究设计,并牢固地建立在组织理论的讨论。
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.