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Introducing Gamification in the AR-Enhanced Order Picking Process: A Proposed Approach

Author

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  • Athina G. Bright

    (School of Mechanical Engineering, National Technical University Athens, Heroon Polytechniou 9, 15780 Zografos, Athens, Greece)

  • Stavros T. Ponis

    (School of Mechanical Engineering, National Technical University Athens, Heroon Polytechniou 9, 15780 Zografos, Athens, Greece)

Abstract

In the last decade, the Industry 4.0 concept has introduced automation and cyber-physical systems as the core elements of future logistics, supported by an array of technologies, such as augmented reality (AR) providing the necessary support for the digital transformation of manufacturing and logistics and the smartification and digital refinement of traditional pre-Industry 4.0 processes. This paper studies the influence and the potential of gamification techniques in supporting innovative Industry 4.0-enhanced processes in the contemporary warehouse work ecosystem. Gamification in the workplace aims to motivate the employees and increase their involvement in an activity, while at the same time creating a sense of an everyday different experience rather than a set of repetitive and monotonous tasks. Since the design of such a system is a complex process, the most widespread design frameworks are studied, and the emphasis is on the principal game elements and their connection to mobilization mechanisms. Finally, an initial proposal of a gamification framework to support the AR-enhanced order picking process in contemporary logistics centers is provided with an emphasis on the mechanics of a fair and functional reward system. The proposed approach aims to showcase the potential alignment of business processes to human motivation, respecting the differences between tasks and the workers’ cognitive workload.

Suggested Citation

  • Athina G. Bright & Stavros T. Ponis, 2021. "Introducing Gamification in the AR-Enhanced Order Picking Process: A Proposed Approach," Logistics, MDPI, vol. 5(1), pages 1-16, March.
  • Handle: RePEc:gam:jlogis:v:5:y:2021:i:1:p:14-:d:513437
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    References listed on IDEAS

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    1. Behl, Abhishek & Sampat, Brinda & Gaur, Jighyasu & Pereira, Vijay & Laker, Benjamin & Shankar, Amit & Shi, Yangyan & Roohanifar, Mohammad, 2024. "Can gamification help green supply chain management firms achieve sustainable results in servitized ecosystem? An empirical investigation," Technovation, Elsevier, vol. 129(C).

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