دانلود رایگان مقاله بازی وار سازی تولید و عملیات لجستیک – سال 2020

 

 


 

مشخصات مقاله:

 


 

عنوان فارسی مقاله:

بازی وار سازی تولید و عملیات لجستیک: وضع موجود و مسیرهای آینده

عنوان انگلیسی مقاله:

Gamification of production and logistics operations: Status quo and future directions

کلمات کلیدی مقاله:

بازیگونهسازی، تولید، لجستیک، عملیات، تحقیقات طراحی، نظریه سازمان

کلمات کلیدی انگلیسی:

      Gamification – Production – Logistics – Operations – Design research – Organization theory

مناسب برای رشته های دانشگاهی زیر:

مدیریت

مناسب برای گرایش های دانشگاهی زیر:

تولید و عملیات

وضعیت مقاله انگلیسی و ترجمه:

مقاله انگلیسی را میتوانید به صورت رایگان با فرمت PDF با کلیک بر روی دکمه آبی، دانلود نمایید. برای ثبت سفارش ترجمه نیز روی دکلمه قرمز رنگ کلیک نمایید. سفارش ترجمه نیازمند زمان بوده و ترجمه این مقاله آماده نمیباشد و پس از اتمام ترجمه، فایل ورد تایپ شده قابل دانلود خواهد بود.

 


 

فهرست مطالب:

Abstract
Keywords
1. Introduction
2. Material and methods
3. Theory
3.1. Production and logistics of the work floor
3.2. Gamification
4. Results
4.1. Applied or considered motivational affordances
4.2. Psychological outcomes and behavioral or organizational impacts
5. Discussion
5.1. Beyond piloting: more theory-driven experiments needed
5.2. More comprehensive designs needed
5.3. Bringing the social into gamification research
5.3.1. Focus on corporations as research sites
5.3.2. In-depth qualitative research designs
5.3.3. Interpretation of gamification’s organizational outcomes as management theory
6. Conclusions
Acknowledgements
Appendix A. Full list of the reviewed publications
References

 


 

قسمتی از مقاله انگلیسی:

1. Introduction
Recently, the design approach of gamification has started to gather the attention of academics and practitioners as a way to increase performance of production and logistic operations in real-life organizational contexts. Since games have become a part of a larger cultural and societal development and since gameful interaction permeates aspects of everyday life and work, the concept of gamification is often used to refer to the design approach that implements elements (affordances, mechanics, technologies) that are familiar from games in contexts where these elements are not commonly encountered (Deterding, Dixon, Khaled, & Nacke, 2011; Huotari & Hamari, 2017; Vesa, Hamari, Harviainen, & Warmelink, 2017). The goal of gamification is typically to induce experiences that are common in gaming and to create and increase motivation or engagement via these experiences. Two aspects are at the heart of gamification. First, all gamification applications are designed for their users’ entertainment or enjoyment. Second, gamification applications are designed for particular external consequences, for example individual behavior and activities or organizational performance (Huotari & Hamari, 2017). In an organizational context, gamification does not take employees out of their actual work environment and into an educational or training situation. This is unlike common applications of simulation and serious games. Instead, gamification intervenes directly in daily operations through game mechanics, with or without the aid of some game technology. An essential aspect of applying gamification is indeed its nature that seeks to enhance a particular core activity with the gameful experiences, without interfering with or impeding these core activities (Huotari & Hamari, 2017; Liu, Santhanam, & Webster, 2017).

 


 

دانلود رایگان مقاله انگلیسی

سفارش ترجمه این مقاله

 


 

دیدگاهتان را بنویسید