How to cite this paper
Sainath, K & Sai, K. (2023). Supply chains are playing games: A review literature on Gamification in supply chain.Journal of Future Sustainability, 3(1), 59-66.
Refrences
AlSaad, F. M., & Durugbo, C. M. (2021). Gamification-as-innovation: a review. International Journal of Innovation and Technology Management, 18(05), 2130002.
Bahr, W., Mavrogenis, V., & Sweeney, E. (2022). Gamification of warehousing: exploring perspectives of warehouse managers in the UK. International Journal of Logistics Research and Applications, 25(3), 247-259.
Behl, A., & Dutta, P. (2020). Engaging donors on crowdfunding platform in Disaster Relief Operations (DRO) using gamification: A Civic Voluntary Model (CVM) approach. International Journal of Information Management, 54 https://doi.org/10.1016/j.ijinfomgt.2020.102140
Behl, A., Sheorey, P., Pal, A., Veetil, A. K. V., & Singh, S. R. (2020). Gamification in E-commerce: A comprehensive review of literature. Journal of Electronic Commerce in Organizations (JECO), 18(2), 1-16.
Bogost, I. (2015). Why gamification is bullshit. The gameful world: Approaches, issues, applications, 65, 65-79.
Bright, A. G., & Ponis, S. T. (2021). Introducing gamification in the AR-enhanced order picking process: a proposed ap-proach. Logistics, 5(1), 14.
Burke, B. (2016). Gamify: How gamification motivates people to do extraordinary things. Routledge.
Burnham, J. F. (2006). Scopus database: a review. Biomedical digital libraries, 3(1), 1-8.
Cardador, M. T., Northcraft, G. B., & Whicker, J. (2017). A theory of work gamification: Something old, something new, something borrowed, something cool?. Human Resource Management Review, 27(2), 353-365.
Dale, S. (2014). Gamification: Making work fun, or making fun of work?. Business information review, 31(2), 82-90.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: de-fining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).
Durugbo, C. M. (2020). After-sales services and aftermarket support: a systematic review, theory and future research di-rections. International Journal of Production Research, 58(6), 1857-1892.
Lietke, B., Boslau, M., & Finch, R. (2006). Exploring the relationship between supply chain management theory and practice. Journal on Chain and Network Science, 6(2), 109-117.
Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). Ieee.
Harris, S., & O'Gorman, K. (2014). Mastering gamification: customer engagement in 30 days. Impackt Pub.
Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing litera-ture. Electronic Markets, 27(1), 21-31.
Huotari, K., & Hamari, J. (2012, October). Defining gamification: a service marketing perspective. In Proceeding of the 16th international academic MindTrek conference (pp. 17-22).
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Khan, K. S., Kunz, R., Kleijnen, J., & Antes, G. (2003). Five steps to conducting a systematic review. Journal of the royal society of medicine, 96(3), 118-121.
Kitchenham, B. (2004). Procedures for performing systematic reviews. Keele, UK, Keele University, 33(2004), 1-26.
Kitchenham, B., & Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering.
Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Hu-man Behavior, 35, 179-188.
Klock, A. C. T., Gasparini, I., Pimenta, M. S., & Hamari, J. (2020). Tailored gamification: A review of litera-ture. International Journal of Human-Computer Studies, 144, 102495.
Korn, O., & Schmidt, A. (2015). Gamification of business processes: Re-designing work in production and service in-dustry. Procedia Manufacturing, 3, 3424-3431.
Lee, H. L., & Billington, C. (1995). The evolution of supply-chain-management models and practice at Hewlett-Packard. Interfaces, 25(5), 42-63.
Li, K., Rollins, J., & Yan, E. (2018). Web of Science use in published research and review papers 1997–2017: A selec-tive, dynamic, cross-domain, content-based analysis. Scientometrics, 115(1), 1-20.
Liu, Y., Alexandrova, T., & Nakajima, T. (2011, December). Gamifying intelligent environments. In Proceedings of the 2011 international ACM workshop on Ubiquitous meta user interfaces (pp. 7-12).
Marcão, R. P., Pestana, G., & Sousa, M. J. (2020). Knowledge management and gamification in Pharma: an approach in pandemic times to develop product quality reviews. Electronic Journal of Knowledge Management, 18(3), pp255-268.
Marczewski, A. (2013). Gamification: a simple introduction. Andrzej Marczewski.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
Mohaddesi, O., & Harteveld, C. (2020, November). The importance of pilot studies for gamified research: Pre-testing gamettes to study supply chain decisions. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (pp. 316-320).
Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A. (2017). Gamified crowdsourcing: Conceptualization, litera-ture review, and future agenda. International Journal of Human-Computer Studies, 106, 26-43.
Narayanan, A. (2014). Gamification for Employee Engagement. Packt Publishing Ltd.
Neto, H. M., Leite, R. M., Costa, D. B., & Durão, F. (2014, June). Visual communication panels for production control using gamification techniques. In 22nd Annu. Conf. Int. Gr. Lean Constr. Underst. Improv. Proj. Based Prod. IGLC (pp. 689-702).
Webb, E. N. (2013, July). Gamification: when it works, when it doesn’t. In International Conference of Design, User Experience, and Usability (pp. 608-614). Springer, Berlin, Heidelberg.
Norman, D. (2013). The design of everyday things: Revised and expanded edition. Basic books.
Paré, G., Trudel, M. C., Jaana, M., & Kitsiou, S. (2015). Synthesizing information systems knowledge: A typology of literature reviews. Information & Management, 52(2), 183-199.
Paravizo, E., Chaim, O. C., Braatz, D., Muschard, B., & Rozenfeld, H. (2018). Exploring gamification to support manu-facturing education on industry 4.0 as an enabler for innovation and sustainability. Procedia manufacturing, 21, 438-445.
Rodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., Avila-Santos, A. P., & Isotani, S. (2021, March). Gamifica-tion works, but how and to whom? an experimental study in the context of programming lessons. In Proceedings of the 52nd ACM technical symposium on computer science education (pp. 184-190).
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social devel-opment, and well-being. American psychologist, 55(1), 68.
Schnorbach, P. (2015). BRINGING GAMIFICATION TO THE WAREHOUSE. Manhattan Associates [Available at: https://www. manh. com/resources/articles/2015/04/27/bringing-gamificationwarehouse, Accessed: 2019-07-27].
Settanni, E., & Srai, J. S. (2022, July). Exploring interdependencies in digital supply chain transformations using gami-fication and visual-interactive techniques. In Paper presented at the 29th EurOMA Conference (Vol. 1, p. 6).
Torres-Carrión, P. V., González-González, C. S., Aciar, S., & Rodríguez-Morales, G. (2018, April). Methodology for systematic literature review applied to engineering and education. In 2018 IEEE Global engineering education con-ference (EDUCON) (pp. 1364-1373). IEEE.
Ulmer, J., Braun, S., Cheng, C. T., Dowey, S., & Wollert, J. (2020). Human-centered gamification framework for manu-facturing systems. Procedia CIRP, 93, 670-675.
Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H. (2017). Computer games and organization stud-ies. Organization Studies, 38(2), 273-284.
Warmelink, H., Koivisto, J., Mayer, I., Vesa, M., & Hamari, J. (2020). Gamification of production and logistics opera-tions: Status quo and future directions. Journal of business research, 106, 331-340.
Wood, L., & Reiners, T. (2012). Gamification in logistics and supply chain education: Extending active learn-ing. Internet Technologies & Society 2012, 101-108.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc.".
Bahr, W., Mavrogenis, V., & Sweeney, E. (2022). Gamification of warehousing: exploring perspectives of warehouse managers in the UK. International Journal of Logistics Research and Applications, 25(3), 247-259.
Behl, A., & Dutta, P. (2020). Engaging donors on crowdfunding platform in Disaster Relief Operations (DRO) using gamification: A Civic Voluntary Model (CVM) approach. International Journal of Information Management, 54 https://doi.org/10.1016/j.ijinfomgt.2020.102140
Behl, A., Sheorey, P., Pal, A., Veetil, A. K. V., & Singh, S. R. (2020). Gamification in E-commerce: A comprehensive review of literature. Journal of Electronic Commerce in Organizations (JECO), 18(2), 1-16.
Bogost, I. (2015). Why gamification is bullshit. The gameful world: Approaches, issues, applications, 65, 65-79.
Bright, A. G., & Ponis, S. T. (2021). Introducing gamification in the AR-enhanced order picking process: a proposed ap-proach. Logistics, 5(1), 14.
Burke, B. (2016). Gamify: How gamification motivates people to do extraordinary things. Routledge.
Burnham, J. F. (2006). Scopus database: a review. Biomedical digital libraries, 3(1), 1-8.
Cardador, M. T., Northcraft, G. B., & Whicker, J. (2017). A theory of work gamification: Something old, something new, something borrowed, something cool?. Human Resource Management Review, 27(2), 353-365.
Dale, S. (2014). Gamification: Making work fun, or making fun of work?. Business information review, 31(2), 82-90.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: de-fining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).
Durugbo, C. M. (2020). After-sales services and aftermarket support: a systematic review, theory and future research di-rections. International Journal of Production Research, 58(6), 1857-1892.
Lietke, B., Boslau, M., & Finch, R. (2006). Exploring the relationship between supply chain management theory and practice. Journal on Chain and Network Science, 6(2), 109-117.
Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). Ieee.
Harris, S., & O'Gorman, K. (2014). Mastering gamification: customer engagement in 30 days. Impackt Pub.
Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing litera-ture. Electronic Markets, 27(1), 21-31.
Huotari, K., & Hamari, J. (2012, October). Defining gamification: a service marketing perspective. In Proceeding of the 16th international academic MindTrek conference (pp. 17-22).
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Khan, K. S., Kunz, R., Kleijnen, J., & Antes, G. (2003). Five steps to conducting a systematic review. Journal of the royal society of medicine, 96(3), 118-121.
Kitchenham, B. (2004). Procedures for performing systematic reviews. Keele, UK, Keele University, 33(2004), 1-26.
Kitchenham, B., & Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering.
Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Hu-man Behavior, 35, 179-188.
Klock, A. C. T., Gasparini, I., Pimenta, M. S., & Hamari, J. (2020). Tailored gamification: A review of litera-ture. International Journal of Human-Computer Studies, 144, 102495.
Korn, O., & Schmidt, A. (2015). Gamification of business processes: Re-designing work in production and service in-dustry. Procedia Manufacturing, 3, 3424-3431.
Lee, H. L., & Billington, C. (1995). The evolution of supply-chain-management models and practice at Hewlett-Packard. Interfaces, 25(5), 42-63.
Li, K., Rollins, J., & Yan, E. (2018). Web of Science use in published research and review papers 1997–2017: A selec-tive, dynamic, cross-domain, content-based analysis. Scientometrics, 115(1), 1-20.
Liu, Y., Alexandrova, T., & Nakajima, T. (2011, December). Gamifying intelligent environments. In Proceedings of the 2011 international ACM workshop on Ubiquitous meta user interfaces (pp. 7-12).
Marcão, R. P., Pestana, G., & Sousa, M. J. (2020). Knowledge management and gamification in Pharma: an approach in pandemic times to develop product quality reviews. Electronic Journal of Knowledge Management, 18(3), pp255-268.
Marczewski, A. (2013). Gamification: a simple introduction. Andrzej Marczewski.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
Mohaddesi, O., & Harteveld, C. (2020, November). The importance of pilot studies for gamified research: Pre-testing gamettes to study supply chain decisions. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (pp. 316-320).
Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A. (2017). Gamified crowdsourcing: Conceptualization, litera-ture review, and future agenda. International Journal of Human-Computer Studies, 106, 26-43.
Narayanan, A. (2014). Gamification for Employee Engagement. Packt Publishing Ltd.
Neto, H. M., Leite, R. M., Costa, D. B., & Durão, F. (2014, June). Visual communication panels for production control using gamification techniques. In 22nd Annu. Conf. Int. Gr. Lean Constr. Underst. Improv. Proj. Based Prod. IGLC (pp. 689-702).
Webb, E. N. (2013, July). Gamification: when it works, when it doesn’t. In International Conference of Design, User Experience, and Usability (pp. 608-614). Springer, Berlin, Heidelberg.
Norman, D. (2013). The design of everyday things: Revised and expanded edition. Basic books.
Paré, G., Trudel, M. C., Jaana, M., & Kitsiou, S. (2015). Synthesizing information systems knowledge: A typology of literature reviews. Information & Management, 52(2), 183-199.
Paravizo, E., Chaim, O. C., Braatz, D., Muschard, B., & Rozenfeld, H. (2018). Exploring gamification to support manu-facturing education on industry 4.0 as an enabler for innovation and sustainability. Procedia manufacturing, 21, 438-445.
Rodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., Avila-Santos, A. P., & Isotani, S. (2021, March). Gamifica-tion works, but how and to whom? an experimental study in the context of programming lessons. In Proceedings of the 52nd ACM technical symposium on computer science education (pp. 184-190).
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social devel-opment, and well-being. American psychologist, 55(1), 68.
Schnorbach, P. (2015). BRINGING GAMIFICATION TO THE WAREHOUSE. Manhattan Associates [Available at: https://www. manh. com/resources/articles/2015/04/27/bringing-gamificationwarehouse, Accessed: 2019-07-27].
Settanni, E., & Srai, J. S. (2022, July). Exploring interdependencies in digital supply chain transformations using gami-fication and visual-interactive techniques. In Paper presented at the 29th EurOMA Conference (Vol. 1, p. 6).
Torres-Carrión, P. V., González-González, C. S., Aciar, S., & Rodríguez-Morales, G. (2018, April). Methodology for systematic literature review applied to engineering and education. In 2018 IEEE Global engineering education con-ference (EDUCON) (pp. 1364-1373). IEEE.
Ulmer, J., Braun, S., Cheng, C. T., Dowey, S., & Wollert, J. (2020). Human-centered gamification framework for manu-facturing systems. Procedia CIRP, 93, 670-675.
Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H. (2017). Computer games and organization stud-ies. Organization Studies, 38(2), 273-284.
Warmelink, H., Koivisto, J., Mayer, I., Vesa, M., & Hamari, J. (2020). Gamification of production and logistics opera-tions: Status quo and future directions. Journal of business research, 106, 331-340.
Wood, L., & Reiners, T. (2012). Gamification in logistics and supply chain education: Extending active learn-ing. Internet Technologies & Society 2012, 101-108.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc.".