Review of Studies Using the Concept of Gamification in the Field of Logistics and Supply Chain
The concept of gamification has been used and continues to be used in many areas such as education, sustainability studies, marketing, supply chain. In this research, studies involving the concept of gamification in the field of logistics and supply chain were scanned. The scan was conducted on 15.01.2025 in the Web of Science (WOS) database using the combination of the keywords “logistics, supply chain, gamification, game based learning, gamify, serious game”. As a result of the scan conducted in the topics (keyword, abstract, title) field from 2008 to the present, 686 articles, papers and book chapters were reached. It was seen that 323 of the 461 articles in total were SCIE indexed and 192 were SSCI indexed. When it was considered as a research category, it could be said that the most research was conducted in the categories of “Computer Science Information Systems, Education Educational Research, Computer Science Interdisciplinary Applications, Operations Research Management Science”; when it was considered as a subcategory, it could be said that the research was conducted in the categories of “Supply chain & logistics, Educational research”. It was observed that the number of studies between 2021-2024 was higher than other years and that the most research was conducted in China and the USA. In the research, a bibliometric analysis of the existing literature was conducted within the scope of quantitative data and a visual summary was presented. The accessible publications were examined through author, country, keyword and source analyses.
Authors
- T. Adas
Publication Details
- Journal
- International Journal of Applied Science and Research
- Published
- 2025-01-01
- DOI
- https://doi.org/10.56293/ijasr.2025.6322
- Primary Topic
- E-commerce and Technology Innovations
- Type
- article
- Field-Weighted Citation Impact
- 0.00