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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.
|Title of host publication||Proceedings of the 51st Annual Hawaii International Conference on System Sciences, HICSS 2018|
|Number of pages||10|
|Publication status||Published - 4 Jan 2018|
|Event||51st Hawaii International Conference on System Sciences - Hilton Waikoloa Village, Big Island, United States|
Duration: 2 Jan 2018 → 6 Jan 2018
|Name||Proceedings of the Annual Hawaii International Conference on System Sciences|
|Conference||51st Hawaii International Conference on System Sciences|
|Period||2/01/18 → 6/01/18|
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