2014
DOI: 10.1007/978-3-319-04954-0_24
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Using Gamification to Enhance Staff Motivation in Logistics

Abstract: Staff motivation as a key challenge in logisticsLogistics is concerned with effectively managing the flow of materials and supplies for production, commerce and other purposes (Christopher, 2003). Transport logistics deals with resource flows on a large scale level, as it involves transport by land, water, and air. A second domain of logistics is intralogistics, which is concerned with the internal handling of materials and supplies within specific production sites or intermediate storage facilities (Arnold, 2… Show more

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Cited by 36 publications
(16 citation statements)
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“…While gamification has become one of the most popular trends of electronic markets and commerce, understanding it from the service marketing perspective could bring proven models from service marketing to the development of Bgamified^ser-vices. Currently, gamification has already been employed and researched in majority of the above mentioned domains such as commerce (Bittner and Shipper 2014;Cechanowicz et al 2013;Hamari 2013;Hamari 2015;Terlutter and Capella 2013), education (Denny 2013, Hakulinen et al 2013Domínguez et al 2013;de-Marcos et al 2014;Farzan and Brusilovsky 2011;Simões et al 2013;Christy and Fox 2014;Filsecker and Hickey 2014;Bonde et al 2014), healthcare (Jones et al 2014;Hamari and Koivisto 2015), and logistics (Hense et al 2014;Klemke et al 2014). However, even though empirical research is accumulating on the deployment of gamification in several areas, we have still had a gap in our conceptual understanding about what gamification is and how it can be defined.…”
Section: Introductionmentioning
confidence: 99%
“…While gamification has become one of the most popular trends of electronic markets and commerce, understanding it from the service marketing perspective could bring proven models from service marketing to the development of Bgamified^ser-vices. Currently, gamification has already been employed and researched in majority of the above mentioned domains such as commerce (Bittner and Shipper 2014;Cechanowicz et al 2013;Hamari 2013;Hamari 2015;Terlutter and Capella 2013), education (Denny 2013, Hakulinen et al 2013Domínguez et al 2013;de-Marcos et al 2014;Farzan and Brusilovsky 2011;Simões et al 2013;Christy and Fox 2014;Filsecker and Hickey 2014;Bonde et al 2014), healthcare (Jones et al 2014;Hamari and Koivisto 2015), and logistics (Hense et al 2014;Klemke et al 2014). However, even though empirical research is accumulating on the deployment of gamification in several areas, we have still had a gap in our conceptual understanding about what gamification is and how it can be defined.…”
Section: Introductionmentioning
confidence: 99%
“…This is proven by the use of gamification in game-based learning in some previous research [21][22][23][24][25]. To achieve those goals, it is necessary to know the game elements that are capable of supporting three dimensions of learning: cognitive, emotional and social [26][27][28].…”
Section: Theory Of Gamificationmentioning
confidence: 99%
“…Although elements such as points, levels, leaderboards, achievements, and badges can certainly constitute components of a gamified experience (i.e., game mechanics, as described in later sections), this overall experience should be geared towards non-game situations and towards persuading end users towards intended behavioural outcomes. In the organizational context, gamification has been shown to enhance employee engagement and produce desired business outcomes in a variety of business functions including marketing, logistics, human resources, customer service, and knowledge collaboration (Buggie et al, 2014;Hense et al, 2014;Meister, 2013;Post, 2014;Sayeed & Meraj, 2013;Werbach, 2014;Wood & Reiners, 2012).…”
Section: Defining Meaningful Enterprise Gamificationmentioning
confidence: 99%