A vignette study among order pickers about the acceptance of gamification

Lisa-Maria Putz, Florian Hofbauer, Marius-Adrian Mates

Research output: Chapter in Book/Report/Conference proceedingsConference contributionpeer-review

10 Citations (Scopus)

Abstract

A high percentage of total logistics costs can be attributed to order picking. Since order picking is characterized as rather monotonous, pickers often struggle with motivation due to the monotony. This article provides insights into the acceptance of gamification in order picking by using gamified feedback features for motivation. We conducted a vignette study with order pickers to investigate the individual perceptions of motivation, job characteristics and gamification. The findings indicate that gamification in the order-picking sector appears to be a suitable approach to increase motivation and performance of pickers. The use of gamified feedback features was positively rated for both individual and group performance and showed no significant preference of one type. More research is needed to generalize the findings to a greater population.

Original languageEnglish
Title of host publicationProceedings of the 3rd International GamiFIN Conference (GamiFIN 2019)
Pages154-166
Number of pages13
Volume2359
Publication statusPublished - 2019
Event3rd International GamiFIN Conference, GamiFIN 2019 - Levi, Finland
Duration: 8 Apr 201910 Apr 2019

Publication series

NameCEUR Workshop Proceedings
PublisherCEUR-WS
ISSN (Print)1613-0073

Conference

Conference3rd International GamiFIN Conference, GamiFIN 2019
Country/TerritoryFinland
CityLevi
Period08.04.201910.04.2019

Keywords

  • Feedback feature
  • Gamification
  • Logistics
  • Motivation
  • Order picking
  • Performance
  • Vignette study

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