Combining Gamification and Augmented Reality to Raise Interest in Logistics Careers

被引:1
作者
Putz-Egger, Lisa-Maria [1 ]
Beil, Denise [1 ]
Dopler, Silvia [1 ]
Diephuis, Jeremiah [2 ]
机构
[1] Univ Appl Sci Upper Austria, Dept Logist, A-4600 Steyr, Austria
[2] Univ Appl Sci Upper Austria, Res Ctr Hagenberg, A-4232 Hagenberg, Austria
来源
APPLIED SCIENCES-BASEL | 2022年 / 12卷 / 18期
关键词
augmented reality; gamification; green logistics; logistics careers; lack of logistics personnel; TRENDS; FIELD;
D O I
10.3390/app12189066
中图分类号
O6 [化学];
学科分类号
0703 ;
摘要
The logistics and transport industry is currently facing the major challenge of having a global shortage of skilled workers. To address this challenge, this paper evaluates the application of gamification in combination with augmented reality (AR) as a new approach to attract the interest of people of all ages to the logistics sector. The aim of the paper is to determine whether a gamified AR-based application called Logistify is a feasible approach to make logistics jobs more attractive. We used a qualitative approach in three phases by collecting and analysing data from different perspectives of players, teachers, instructors, and programmers about the application: (1) analysing game characteristics with programmers and workshops instructors, (2) collecting feedback from players and teachers, and (3) evaluating game scores. The evaluation shows that gamification in combination with augmented reality is a promising tool to attract people to the logistics sector and to change their perception of logistics professions. It can be concluded that the gamified AR approach is capable of increasing interest in jobs in a particular sector.
引用
收藏
页数:15
相关论文
共 55 条
[1]  
Alkhamisi A.O., 2013, International Journal of Internet and Distributed Systems, V1, P25, DOI DOI 10.4236/IJIDS.2013.14005
[2]   Influence of Pokemon Go on Physical Activity: Study and Implications [J].
Althoff, Tim ;
White, Ryen W. ;
Horvitz, Eric .
JOURNAL OF MEDICAL INTERNET RESEARCH, 2016, 18 (12)
[3]  
[Anonymous], 2007, BEST PRACT ENS SCI I
[4]  
[Anonymous], 2017, The European Code of Conduct for Research Integrity
[5]  
Ansted R., 2016, Career Planning Adult Development Journal, V32, P51
[6]  
Bhalerao D., 2021, TECHNO SOC 2020, P173
[7]   A survey of augmented reality [J].
Billinghurst, Mark ;
Clark, Adrian ;
Lee, Gun .
Foundations and Trends in Human-Computer Interaction, 2014, 8 (2-3) :73-272
[8]  
Braun V., 2006, QUAL RES PSYCHOL, V3, P77, DOI [DOI 10.1080/14780887.2020.1769238, DOI 10.1191/1478088706QP063OA, 10.1191/1478088706qp063oa]
[9]   A mixed methods assessment of students' flow experiences during a mobile augmented reality science game [J].
Bressler, D. M. ;
Bodzin, A. M. .
JOURNAL OF COMPUTER ASSISTED LEARNING, 2013, 29 (06) :505-517
[10]   Introducing Gamification in the AR-Enhanced Order Picking Process: A Proposed Approach [J].
Bright, Athina G. ;
Ponis, Stavros T. .
LOGISTICS-BASEL, 2021, 5 (01)