2021
DOI: 10.1108/bpmj-07-2020-0346
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Serious games in business process management: a systematic literature review

Abstract: PurposeThis study conducts a systematic literature review (SLR) on serious games in the BPM domain, in order to answer: RQ1 – what are BPM games' learning objectives and design characteristics? RQ2 – How rigorously each BPM game was evaluated in terms of their effectiveness and entertainment?.Design/methodology/approachWe followed the PRISMA statement method and systematic literature review standards. Selected studies were analyzed using qualitative evidence synthesis.FindingsWe found 37 references that descri… Show more

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Cited by 17 publications
(15 citation statements)
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References 47 publications
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“…Gamification is utilized to activate and motivate people in non-game contexts. While there is already a broad body of knowledge on the effectiveness of gamification in many application areas, the field of industrial production represents an area of application that has been limitedly researched to date (Deterding et al, 2011;Koivisto and Hamari, 2019b;Sailer et al, 2017;Seaborn and Fels, 2015;Machado Leitão et al, 2021). This applies to both the effectiveness in terms of work performance and the gamification-related changes that workers perceive and evaluate as positive.…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is utilized to activate and motivate people in non-game contexts. While there is already a broad body of knowledge on the effectiveness of gamification in many application areas, the field of industrial production represents an area of application that has been limitedly researched to date (Deterding et al, 2011;Koivisto and Hamari, 2019b;Sailer et al, 2017;Seaborn and Fels, 2015;Machado Leitão et al, 2021). This applies to both the effectiveness in terms of work performance and the gamification-related changes that workers perceive and evaluate as positive.…”
Section: Introductionmentioning
confidence: 99%
“…This is an analog simulation game with playful and colorful aesthetics as design elements which adopted mechanics typical of board games [48]. Such simulation board games are used in the literature for communicating knowledge and explaining complex relationships on topics such as energy transition, business model innovation, sustainable development and the circular economy [47,49]. The game environment helped to break the ice and stimulate the participants to share their tacit knowledge.…”
Section: Data Collection Phase IImentioning
confidence: 99%
“…The packaging value chain loses most of the material during this sorting stage because of contaminated waste feedstock [46]. Much of the cost of recycled plastics is also associated with sorting and cleaning the post-consumer feedstock [47]. The municipality and sorting company fees for their collection efforts and processing results, respectively, are based on quality standards.…”
mentioning
confidence: 99%
“…BPM emerged from organizational reengineering (Machado Leitão et al ., 2021), which requires a multifunctional view of organizational processes (Hammer, 1990). It is governed by activity mapping and process documentation, focusing on customers, business activity measurement to assess the performance and optimization of each process, good practices to surpass competitors and changes in organizational culture (Pyon et al.…”
Section: Introductionmentioning
confidence: 99%