Gamification in freight transportation: extant corpus and future agenda

A. Klock, Eetu Wallius, Juho Hamari
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引用次数: 11

Abstract

PurposeSeveral freight operations rely on human cognition and behavior. Tackling these aspects, gamification transforms activities to resemble game-like experiences. Since the freight transportation sector is rapidly adopting gamification, the purpose of this study is to provide an overview that synthesizes the state-of-the-art and plot future directions for research and the practice of gamifying this area.Design/methodology/approachA systematic review of the gamification of freight transportation was conducted. After screening 691 studies, 40 relevant studies were analyzed.FindingsMost studies found positive psychological and behavioral outcomes from gamification. Literature mainly focused on tackling the operational-level issues of road and maritime transportation modes by implementing simulation games.Research limitations/implicationsBesides elaborating how gamification can improve freight transportation, the authors describe directions still uncovered by the current corpus, such as research design and temporality and the variety of modes and tasks.Practical implicationsPractical implications emerged from the studies, primarily focusing on understanding users, tasks and contexts, targeting different audiences and transportation modalities, and balancing motivational affordances, while considering the demands of the freight transportation domain, including dynamic, spatially dispersed environments and cooperation between multiple stakeholders.Social implicationsThe transportation of goods dominates much of the global economy and ecology. Therefore, gamifying this domain has a huge societal impact potential, especially related to issues of sharing economy, safety, environmental sustainability and social media.Originality/valueBeyond providing an original overview of gamified freight transportation, this study maps current research gaps and describes practical recommendations.
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货运中的游戏化:现存的语料库和未来的议程
目的一些货运业务依赖于人类的认知和行为。针对这些方面,游戏化将活动转变为类似游戏的体验。由于货运部门正在迅速采用游戏化,本研究的目的是提供一个概述,综合最先进的技术,并为该领域的游戏化研究和实践规划未来方向。设计/方法/途径对货运的游戏化进行了系统的审查。在筛选691项研究后,对40项相关研究进行了分析。发现大多数研究发现游戏化带来了积极的心理和行为结果。文献主要集中在通过实施模拟游戏来解决公路和海上运输模式的运营层面问题。研究局限性/含义除了阐述游戏化如何改善货运外,作者还描述了当前语料库尚未发现的方向,如研究设计和时间性以及模式和任务的多样性。实际含义研究产生了实际含义,主要侧重于理解用户、任务和背景,针对不同的受众和运输方式,平衡动机可供性,同时考虑货运领域的需求,包括动态、,空间分散的环境以及多个利益相关者之间的合作。社会影响货物运输在全球经济和生态中占主导地位。因此,将这一领域游戏化具有巨大的社会影响潜力,特别是与共享经济、安全、环境可持续性和社交媒体等问题有关。独创性/价值除了提供游戏化货运的原始概述外,本研究还绘制了当前的研究空白,并描述了实用建议。
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来源期刊
CiteScore
11.20
自引率
10.40%
发文量
34
期刊介绍: IJPDLM seeks strategically focused, theoretically grounded, empirical and conceptual, quantitative and qualitative, rigorous and relevant, original research studies in logistics, physical distribution and supply chain management operations and associated strategic issues. Quantitatively oriented mathematical and modelling research papers are not suitable for IJPDLM. Desired topics include, but are not limited to: Customer service strategy Omni-channel and multi-channel distribution innovations Order processing and inventory management Implementation of supply chain processes Information and communication technology Sourcing and procurement Risk management and security Personnel recruitment and training Sustainability and environmental Collaboration and integration Global supply chain management and network complexity Information and knowledge management Legal, financial and public policy Retailing, channels and business-to-business management Organizational and human resource development Logistics and SCM education.
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