Synergies between serious games and production planning and control: a systematic literature review

Purpose This study aims to identify the synergies between Serious Games (SGs) and Production Planning and Control (PPC) education, identifying key factors for SG development in PPC contexts and assessing methods for evaluating in-game performance and user experience. Design/methodology/approach A systematic literature review was conducted using the Scopus database, identifying 52 relevant studies published up to September 2024. The review focused on SGs in PPC-related domains such as construction, manufacturing and project management. Findings Key findings reveal that SGs can significantly improve student engagement, knowledge retention and skill development in PPC and related domains such as project management, construction, manufacturing and software engineering. The study outlines crucial factors for developing SGs in PPC education, including game scenario design, player roles and uncertainty simulation. Two primary assessment methods were identified: in-game performance and user experience evaluation. Based on these findings, a conceptual framework is proposed to guide the development and assessment of SGs in PPC contexts. Originality/value This paper presents a novel integration of SGs into PPC education, addressing the growing complexity of production environments and the need for enhanced decision-making skills. The proposed framework offers a comprehensive approach to developing and implementing SGs in PPC education, potentially transforming how complex PPC concepts are taught and applied in practical settings.

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Publication Details

Journal
Smart and Sustainable Built Environment
Published
2025-08-15
DOI
https://doi.org/10.1108/sasbe-11-2024-0477
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Synergies between serious games and production planning and control: a systematic literature review

Cameron Graham Walker, Ali Bidhendi, Mani Poshdar, Fei Ying et al.
Smart and Sustainable Built Environment
Educational Games and Gamification
article

Synergies between serious games and production planning and control: a systematic literature review

Cameron Graham Walker, Ali Bidhendi, Mani Poshdar, Fei Ying, Mohammed Abdelmegid, Amila N. Wickramasekara, Michael O’Sullivan
article en

Abstract

Purpose This study aims to identify the synergies between Serious Games (SGs) and Production Planning and Control (PPC) education, identifying key factors for SG development in PPC contexts and assessing methods for evaluating in-game performance and user experience. Design/methodology/approach A systematic literature review was conducted using the Scopus database, identifying 52 relevant studies published up to September 2024. The review focused on SGs in PPC-related domains such as construction, manufacturing and project management. Findings Key findings reveal that SGs can significantly improve student engagement, knowledge retention and skill development in PPC and related domains such as project management, construction, manufacturing and software engineering. The study outlines crucial factors for developing SGs in PPC education, including game scenario design, player roles and uncertainty simulation. Two primary assessment methods were identified: in-game performance and user experience evaluation. Based on these findings, a conceptual framework is proposed to guide the development and assessment of SGs in PPC contexts. Originality/value This paper presents a novel integration of SGs into PPC education, addressing the growing complexity of production environments and the need for enhanced decision-making skills. The proposed framework offers a comprehensive approach to developing and implementing SGs in PPC education, potentially transforming how complex PPC concepts are taught and applied in practical settings.

Smart and Sustainable Built Environment
University of Leeds (GB), University of Auckland (NZ), Auckland University of Technology (NZ), Massey University (NZ)
Openalex Percentile: Top 73%
Educational Games and Gamification
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