2018
DOI: 10.24251/hicss.2018.139
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Gamification of the work floor: A literature review of gamifying production and logistics operations

Abstract: We review the current body of academic literature concerning gamification of production and logistics.

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Cited by 39 publications
(31 citation statements)
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References 34 publications
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“…Gamification refers to designing systems, services and processes to provide positive, engaging experiences similar to the ones games provide [32]. During the last years, we observed an increased interest in gamifying information systems with the intent to positively impact user engagement, often when the subject of engagement exists outside the common hurdles of the everyday, mundane life [27,37,44,50,51,65,84]. In the field of e-participation: gamification has the potential to increase citizen participation, possibly leading to better governmental decisionmaking, legitimacy and increased trust in government [1,7,19,21,29,38].…”
Section: Introductionmentioning
confidence: 99%
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“…Gamification refers to designing systems, services and processes to provide positive, engaging experiences similar to the ones games provide [32]. During the last years, we observed an increased interest in gamifying information systems with the intent to positively impact user engagement, often when the subject of engagement exists outside the common hurdles of the everyday, mundane life [27,37,44,50,51,65,84]. In the field of e-participation: gamification has the potential to increase citizen participation, possibly leading to better governmental decisionmaking, legitimacy and increased trust in government [1,7,19,21,29,38].…”
Section: Introductionmentioning
confidence: 99%
“…Such experiences then can translate into behavioral engagement with the context of gamification [27]. Gamification has hence been employed to induce engagement in the contexts of for example crowdsourcing [44], production management [84] as well as education and health management amongst other contexts [27,37]. Some of the most commonly utilized elements of gamification in these contexts have been: points, badges and leaderboards amongst others [27,37,44,50,51,65,84].…”
Section: Introductionmentioning
confidence: 99%
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“…Hence, gamification has been employed to encourage positive behavioural change such as increased learning in educational contexts [18], enhancement of healthy personal habits [19] and improved productivity in the workplace and work practices [20]. While gamification does lead to enjoyable work experiences and improvements in individual and organizational productivity, as pointed out by most of the empirical research on the gamification of work [1,21,22], it has also led to increasing merger of work and leisure.…”
Section: The Digital Workplace and Gamificationmentioning
confidence: 99%
“…In a way, this finding contradicts some of the ongoing debate about digital labour and commodification of our digital activities, as the personal broadcaster is gaining compensation from their activities, which they consider as play. Interestingly, when examining this finding, the traditional ways in which we perceive work or labour [28,30,75], and the practice of gamification [22,76], it could also be argued that through this activity, we are trying to workify play, where this type of leisure activity is taking on characteristics of work, but not altering the way the activity itself is perceived or the gratifications derived from it. This type of workification further alters our understanding of work and the way the modern worker approaches work-like tasks, it also provides potential avenues for future research and practical use, in for example further development of our gamification practices.…”
Section: ¨The Hobbyists"mentioning
confidence: 99%