2013
DOI: 10.4028/www.scientific.net/amr.769.327
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Gamification in Management Decisions: Judging Global Production Networks in a Cyber-Physical Way

Abstract: The judgment of global production networks is facing three major challenges. The complexity, measurable through the huge solution space, as well as the time-consuming preparation of a decision in line with the limited amount of time of the final decision makers – CEOs and upper management. The experience from several industry projects showed the demand to transfer and apply the concept of gamification in a cyber-physical environment to decision-making in Global Footprint Design. Smart IT tools, which support t… Show more

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Cited by 5 publications
(3 citation statements)
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“…Compared to other forms of teaching serious games cover strongly active experimentation, in which traditional forms of teaching like lectures and seminars often lack. Hence the motivation, action and retention of the students should be increased [4] and the gamers are enabled to transfer knowledge and skills more efficiently. Therefore serious games build a powerful approach to enhance learning productivity in the lecture room.…”
Section: Introductionmentioning
confidence: 99%
“…Compared to other forms of teaching serious games cover strongly active experimentation, in which traditional forms of teaching like lectures and seminars often lack. Hence the motivation, action and retention of the students should be increased [4] and the gamers are enabled to transfer knowledge and skills more efficiently. Therefore serious games build a powerful approach to enhance learning productivity in the lecture room.…”
Section: Introductionmentioning
confidence: 99%
“…(Gebauer & Friedli, 2005;Hurst et al, 2019). Thus, CEOs face a variety of difficulties in engaging industry stakeholders in decision making (Potente et al, 2013;Hauge et al, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…Supply chain design and planning was not considered on the actual primary process level. However, one management-level study examining gamification of global production chains was identified in the review process [26]. In this paper the problematics regarding the upper managements' IT solutions in handling global production were discussed and a gamified solution was suggested.…”
Section: Reviewmentioning
confidence: 99%