Application of gamification for sustainable construction: an evaluation of the challenges

IF 3.1 Q2 CONSTRUCTION & BUILDING TECHNOLOGY Construction Innovation-England Pub Date : 2023-01-20 DOI:10.1108/ci-09-2022-0247
Ayodeji Emmanuel Oke, John Aliu, P. Tunji-Olayeni, T. Abayomi
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引用次数: 2

Abstract

Purpose This paper aims to identify and evaluate the challenges affecting the adoption of gamification practices in developing countries through the lens of the Nigerian construction industry. Design/methodology/approach A scoping literature review was conducted through which challenges to the adoption of gamification practices were identified, which helped in the formulation of a questionnaire survey. Data was obtained from construction professionals including architects, builders, engineers and quantity surveyors. Retrieved data were analyzed using several statistical tools such as percentages, frequencies, mean item scores (MIS) and exploratory factor analyses. Findings Based on the MIS ranking results, the top five significant challenges to the adoption of gamification were lack of capacity and expertise, lack of budgeting for innovation, lack of technical infrastructure, hesitation to adopt and limited internet connectivity. Through factor analysis, the challenges identified were categorized into five principal clusters, namely, organizational challenges, technical-related challenges, human-related challenges, data security challenges and economic challenges. Practical implications The identification and evaluation of the key challenges hindering the adoption of gamification practices would help construction organizations and stakeholders to understand the need to embrace and implement the concept into their activities, operations and processes to improve the engagement and motivation levels of employees. Originality/value To the best of the authors’ knowledge, this study is the first of its kind in the study area to identify and evaluate the challenges affecting the adoption of gamification practices using a structured quantitative approach.
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游戏化在可持续建筑中的应用:挑战评估
目的本文旨在通过尼日利亚建筑业的视角,识别和评估影响发展中国家采用游戏化实践的挑战。设计/方法/方法进行了范围界定文献综述,通过该综述确定了采用游戏化实践的挑战,这有助于制定问卷调查。数据来自建筑专业人士,包括建筑师、建筑商、工程师和工料测量师。使用百分比、频率、平均项目得分(MIS)和探索性因素分析等多种统计工具对检索到的数据进行分析。发现根据MIS排名结果,采用游戏化的五大主要挑战是缺乏能力和专业知识、缺乏创新预算、缺乏技术基础设施、犹豫采用和互联网连接有限。通过因素分析,确定的挑战分为五大类,即组织挑战、技术相关挑战、人力相关挑战、数据安全挑战和经济挑战。实际含义识别和评估阻碍采用游戏化实践的关键挑战,将有助于施工组织和利益相关者理解在其活动、运营和流程中接受和实施这一概念的必要性,以提高员工的参与度和动机水平。独创性/价值据作者所知,这项研究是该研究领域首次使用结构化定量方法来识别和评估影响游戏化实践采用的挑战。
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来源期刊
Construction Innovation-England
Construction Innovation-England CONSTRUCTION & BUILDING TECHNOLOGY-
CiteScore
7.10
自引率
12.10%
发文量
71
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