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Combining Gamification and Augmented Reality to Raise Interest in Logistics Careers

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The logistics and transport industry is currently facing the major challenge of having a global shortage of skilled workers. To address this challenge, this paper evaluates the application of gamification in combination with augmented reality (AR) as a new approach to attract the interest of people of all ages to the logistics sector. The aim of the paper is to determine whether a gamified AR-based application called Logistify is a feasible approach to make logistics jobs more attractive. We used a qualitative approach in three phases by collecting and analysing data from different perspectives of players, teachers, instructors, and programmers about the application: (1) analysing game characteristics with programmers and workshops instructors, (2) collecting feedback from players and teachers, and (3) evaluating game scores. The evaluation shows that gamification in combination with augmented reality is a promising tool to attract people to the logistics sector and to change their perception of logistics professions. It can be concluded that the gamified AR approach is capable of increasing interest in jobs in a particular sector.
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Citation: Putz-Egger, L.-M.; Beil, D.;
Dopler, S.; Diephuis, J. Combining
Gamification and Augmented Reality
to Raise Interest in Logistics Careers.
Appl. Sci. 2022,12, 9066. https://
doi.org/ 10.3390/app12189066
Academic Editor: Sandra Gama
Received: 20 July 2022
Accepted: 5 September 2022
Published: 9 September 2022
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4.0/).
applied
sciences
Article
Combining Gamification and Augmented Reality to Raise
Interest in Logistics Careers
Lisa-Maria Putz-Egger 1, * , Denise Beil 1, Silvia Dopler 1and Jeremiah Diephuis 2
1Department of Logistics, University of Applied Sciences Upper Austria, 4600 Steyr, Austria
2Research Center Hagenberg, University of Applied Sciences Upper Austria, 4232 Hagenberg, Austria
*Correspondence: lisa-maria.putz-egger@fh-steyr.at
Abstract:
The logistics and transport industry is currently facing the major challenge of having a
global shortage of skilled workers. To address this challenge, this paper evaluates the application of
gamification in combination with augmented reality (AR) as a new approach to attract the interest
of people of all ages to the logistics sector. The aim of the paper is to determine whether a gamified
AR-based application called Logistify is a feasible approach to make logistics jobs more attractive.
We used a qualitative approach in three phases by collecting and analysing data from different
perspectives of players, teachers, instructors, and programmers about the application: (1) analysing
game characteristics with programmers and workshops instructors, (2) collecting feedback from
players and teachers, and (3) evaluating game scores. The evaluation shows that gamification in
combination with augmented reality is a promising tool to attract people to the logistics sector and to
change their perception of logistics professions. It can be concluded that the gamified AR approach is
capable of increasing interest in jobs in a particular sector.
Keywords:
augmented reality; gamification; green logistics; logistics careers; lack of logistics personnel
1. Introduction
Logistics, including the major function of transport, is a basic requirement for global
trade, ultimately representing a critical enabler of worldwide growth and corporate
success [
1
]. The logistics sector plays a vital role in the economy, which contributes 7%
to the total GDP and employs more than 11 million people in the EU-27 [
2
]. Despite
automation and digitalization, the vast majority of logistics jobs require the presence
of humans. Logistics activities are highly labour-intensive on both operational and
managerial levels [
3
], leading to a high dependency from companies on the availability
and qualification of skilled personnel [
2
,
4
]. For years, there has been a shortage of
qualified personnel in the logistics industry, which has further tightened during COVID-
19 times [
5
]. Moreover, the logistics industry failed to position itself as an attractive
sector with interesting career opportunities resulting in a lack of young talent [
5
,
6
].
Despite being a growing, innovative, and viable industry, it remains a challenge for the
sector to communicate and popularize jobs [2,6].
An approach to get people engaged with logistics skills is gamification, in combina-
tion with augmented reality (AR) [
7
9
]. In general, gamification aims to engage people
through game elements such as competitions, feedback functions, or social elements in a
non-gaming context [
10
,
11
]. Gamification can be efficiently used to motivate people by
rewarding a certain behaviour, to influence people’s attitude about a certain topic such as
sustainability [
12
,
13
], to increase educational performance [
14
,
15
] and to promote desired
behavioural changes [
16
]. The benefits of adding AR technology to support endeavours
based on gamification is two-fold. First, the incredible success of AR-based games such
as Pokémon Go demonstrate the potentially large-scaled effects such games can have on
people [
17
]. Second, logistics is one of the fields in which AR applications have been
Appl. Sci. 2022,12, 9066. https://doi.org/10.3390/app12189066 https://www.mdpi.com/journal/applsci
Appl. Sci. 2022,12, 9066 2 of 15
actively employed [
18
] and therefore it is an effective way for individuals to familiarize
themselves with the capabilities of logistics jobs.
Since several studies have already demonstrated that gamification combined with AR
is an impactful method to increase interest and engagement in a certain area [
19
21
], this
paper has a different aim. Most of these studies analyse the effectiveness of gamified AR to
increase interest, learning motivation, knowledge transfer, and awareness of a particular
topic [
19
,
20
,
22
,
23
]. Yet, there is a gap in using this approach to increase the attractiveness
of jobs in a certain sector. Since there is a shortage of skilled workers [
6
], especially in
the logistics sector, there is a need to investigate the effectiveness of gamified AR in this
context. Current studies dealing with gamified AR in the logistics context mostly focus on
increasing current job satisfaction (e.g., through gamification of a warehouse environment)
rather than on attracting new employees [
7
9
]. Therefore, this paper aims to investigate
whether this is also an effective method to promote logistics careers by using a gamified
AR app called Logistify.
Based on a three-phase methodology adapted from [
24
], the first phase involves
developing the app based on the expertise of programmers and workshop leaders within
focus groups. Workshop leaders are experts in the field of logistics who are able to address
the current shortage of skilled workers in this area appropriately [
25
,
26
]. The developed
app is tested while workshop leaders observe the players while using the app. Feedback
from these observations is gathered by a questionnaire and analysed using a thematic
analysis approach according to [
27
]. In phase two, the gamified AR app is tested with
students and teachers in a workshop environment. A semi-structured survey is used to
analyse the effectiveness of Logistify in attracting people to logistics jobs. Phase three
focuses on analysing data from the game-based app to gain insights into user motivation
and performance.
The paper is structured as follows. Section 2discusses the theoretical background
and practical environment of augmented reality, gamification, the combination of both,
and the description of our gamified AR app Logistify. Section 3gives an overview of the
methodology by describing our three phased approach. Section 4outlines the results based
on the three phases. Finally, Section 5discusses the results, and finishes with a conclusion
and an outlook on future research needs.
2. Theoretical Background and Practical Setting
2.1. Augmented Reality
Augmented Reality (AR) is traditionally seen as part of the Reality–Virtuality Con-
tinuum [
28
] and typically refers to applications that superimpose virtual content over
a real-world camera feed, thus providing a hybrid experience. To integrate this virtual
content into the real-world, printed visual markers are frequently used to serve as anchors
for digital content, allowing it to be viewed from any angle, appearing as part of the real
world. Recent smart devices such as smartphones, tablets, and mixed-reality headsets
also often incorporate technologies such as depth cameras and motion-tracking sensors to
enable this integration without the use of such visual markers [28,29].
AR technology still involves several limitations that need to be considered. AR requires
the use of a camera and integrated image processing technologies and is heavily dependent
on the quality of the lighting and surrounding environment, just as in the case of any
camera. Even when a printed marker is used to serve as a stable anchor for virtual content,
reflections and poor lighting can result in poor performance and an unsatisfactory gaming
experience. The number of markers that can be utilized simultaneously is limited to the
processing power of the device, typically being constrained to five or six simultaneous
markers. In addition, any kind of occlusion, such as a hand passing in front of the devices’
camera, can briefly disrupt the tracking and potentially interfere with the augmented
experience. In addition, most AR technologies simply superimpose virtual objects over the
real-world vision, resulting in objects simply appearing over such an occlusion, thereby
destroying the illusion of a hybrid world [30].
Appl. Sci. 2022,12, 9066 3 of 15
As smart devices are becoming more technologically advanced, actual uses of aug-
mented reality beyond the fields of applied research are getting more common, particularly
in the fields of mobile gaming, art, education, industrial applications, and logistics [
29
,
31
].
Although educational contexts have primarily utilized digital and/or animated extensions
of examples in printed textbooks [
32
], AR applications can now be found as standalone
apps that can be used indoors, outdoors, on table tops, or basically anywhere a smart device
with a camera can be used [
33
]. AR technology has a fairly unique, fascinating quality that
can be effectively employed for playful learning activities, allowing users to interact with a
tiny virtual world right in front of them [34].
2.2. Gamification
Gamification in general is used, among other things, for educational purposes as well
as to influence people’s attitudes and behaviour [
35
,
36
]. Various studies have demonstrated
the positive results of well-designed gamification on learning performance [3639]. More-
over, previous results suggest that gamification influences the subjective personal attitude
towards a topic and minimizes the barrier of thinking about new career paths [
36
]. To
name some examples, Pérez-Manzano and Almela-Baeza [
40
] used gamification-based
applications to raise the interest in science and to promote scientific careers, Ansted [
41
]
proposed to use gamification in a broad field of application for career guidance, and
McGuire et al. [
42
] created gamified workplace simulations to enhance students’ motiva-
tion and awareness of career opportunities. According to Bhalerao et al. [
43
], gamified
career decision-making systems can turn the career selection into an engaging process.
Their review also found that there is a lack of research on the use of gamification in career
choice. Putz et al. [
26
] conducted a pre-test post-test survey and found that gamification
is suitable to increase the attractiveness of green logistics jobs. One of the most common
techniques in gamification is the utilization of points and a leaderboard that ranks the
player performance. Such scoring systems not only serve to motivate players to perform at
higher levels, but also encourage them to play the game again and provide players with a
quantitative assessment of their progress [
44
]. This data can be used as a reference to assess
player motivation and learning performance, at least to some degree [45].
2.3. Gamification and AR Combined
Gamification in combination with AR is used in the logistics industry to support work-
ers, e.g., for order picking [
46
] as well as for educational goals [
47
]. Plakas et al. [
48
] agreed
that the use of AR and gamification in the picking process led to an increase in efficiency
and job satisfaction and subsequently the overall performance.
Noreikis et al. [49]
found
that a well-designed combination of AR and gamification encourages active engagement
and provides a higher learning achievement based on the quiz results achieved. In addition,
players achieved a higher level of enjoyment and social experience [
49
]. Savela et al. [
50
]
found contradicting results in an experiment with and without AR, demonstrating that the
participants using AR and gamification recognized the entertainment value and learning
opportunity but did not achieve an increase in learning performance compared to the
group without AR. Even if many AR users reported a high level of engagement, ambition,
as well as a lower level of tiredness, AR users scored significantly lower compared to
non-AR users [50].
2.4. Description and Use of “Logistify”
The augmented reality application Logistify aims to attract people to the logistics
sector and educate them about green logistics. In addition to comprehensive background
information on the various modes of transport and the representation of job profiles in
the logistics sector, a high priority was given towards transferring information about the
modal shift to green transport modes. Logistify is divided into three games (1) “Choose
the Transport”, (2) “Transport Chains”, and (3) “Professions”. Figure 1shows the entry
screen for all three games. For the first game, the AR marker is optional, meaning the game
Appl. Sci. 2022,12, 9066 4 of 15
can be performed without AR, while for the second game augmented reality markers are
obligatory for the game flow to indicate a transport choice as correct or incorrect. In the
third game, no AR application is integrated. Logistify works with any tablet or smartphone
running on iOS 12.0 or later, as well as Android 10 or later and utilizes printed materials
as visual AR markers for Game 1 and 2 as shown in Figures 2a and 3a. The respective AR
views for the games are shown in Figures 2b and 3b.
Appl. Sci. 2022, 12, x FOR PEER REVIEW 4 of 15
2.4. Description and Use of Logistify
The augmented reality application Logistify aims to attract people to the logistics sec-
tor and educate them about green logistics. In addition to comprehensive background in-
formation on the various modes of transport and the representation of job profiles in the
logistics sector, a high priority was given towards transferring information about the
modal shift to green transport modes. Logistify is divided into three games (1)Choose the
Transport, (2) “Transport Chains”, and (3) “Professions”. Figure 1 shows the entry screen
for all three games. For the first game, the AR marker is optional, meaning the game can
be performed without AR, while for the second game augmented reality markers are ob-
ligatory for the game flow to indicate a transport choice as correct or incorrect. In the third
game, no AR application is integrated. Logistify works with any tablet or smartphone run-
ning on iOS 12.0 or later, as well as Android 10 or later and utilizes printed materials as
visual AR markers for Game 1 and 2 as shown in Figures 2a and 3a. The respective AR
views for the games are shown in Figures 2b and 3b.
Figure 1. Main menu with overview of the games (Logistikum).
In Game 1 “Choose the Transport (Figure 2), players must operate a crane and trans-
fer containers with different types of goods to the most appropriate mode of transport
based on the type of goods, the quantity to be transported, the environmental footprint,
and the distance required. By lifting a given container with the crane, the player gets an
overview of relevant transport details (such as loading and unloading location, desired
transit time, type of goods) and can estimate the geographical distance on a map. In addi-
tion, background information is provided about the environmental friendliness of the
three modes of hinterland transport (inland vessel, train, truck). The goal is to efficiently
select the best transport route based on different goods, with special attention to the ap-
propriate means of transport (truck, train, or barge). In the process of the game, it is im-
portant to find out which goods can be transported by sustainable modes of transport,
such as inland waterways or rail, in order to reduce the need for road transport.
(a) (b)
Figure 2. AR marker of Game 1 “Choose the Transport”: (a) game map in real world; (b) game map
visualized on the tablet with augmented reality (Logistikum).
For game 2, transport chain cards need to be sorted to build a transport chain based
on the instructions. The game deals with the planning of multimodal transport chains
(pre-carriage, main carriage, on-carriage) from the raw product to the end customer. The
Figure 1. Main menu with overview of the games (Logistikum).
Appl. Sci. 2022, 12, x FOR PEER REVIEW 4 of 15
2.4. Description and Use of Logistify
The augmented reality application Logistify aims to attract people to the logistics sec-
tor and educate them about green logistics. In addition to comprehensive background in-
formation on the various modes of transport and the representation of job profiles in the
logistics sector, a high priority was given towards transferring information about the
modal shift to green transport modes. Logistify is divided into three games (1)Choose the
Transport, (2) “Transport Chains”, and (3) “Professions”. Figure 1 shows the entry screen
for all three games. For the first game, the AR marker is optional, meaning the game can
be performed without AR, while for the second game augmented reality markers are ob-
ligatory for the game flow to indicate a transport choice as correct or incorrect. In the third
game, no AR application is integrated. Logistify works with any tablet or smartphone run-
ning on iOS 12.0 or later, as well as Android 10 or later and utilizes printed materials as
visual AR markers for Game 1 and 2 as shown in Figures 2a and 3a. The respective AR
views for the games are shown in Figures 2b and 3b.
Figure 1. Main menu with overview of the games (Logistikum).
In Game 1 “Choose the Transport (Figure 2), players must operate a crane and trans-
fer containers with different types of goods to the most appropriate mode of transport
based on the type of goods, the quantity to be transported, the environmental footprint,
and the distance required. By lifting a given container with the crane, the player gets an
overview of relevant transport details (such as loading and unloading location, desired
transit time, type of goods) and can estimate the geographical distance on a map. In addi-
tion, background information is provided about the environmental friendliness of the
three modes of hinterland transport (inland vessel, train, truck). The goal is to efficiently
select the best transport route based on different goods, with special attention to the ap-
propriate means of transport (truck, train, or barge). In the process of the game, it is im-
portant to find out which goods can be transported by sustainable modes of transport,
such as inland waterways or rail, in order to reduce the need for road transport.
(a) (b)
Figure 2. AR marker of Game 1 “Choose the Transport”: (a) game map in real world; (b) game map
visualized on the tablet with augmented reality (Logistikum).
For game 2, transport chain cards need to be sorted to build a transport chain based
on the instructions. The game deals with the planning of multimodal transport chains
(pre-carriage, main carriage, on-carriage) from the raw product to the end customer. The
Figure 2.
AR marker of Game 1 “Choose the Transport”: (
a
) game map in real world; (
b
) game map
visualized on the tablet with augmented reality (Logistikum).
Appl. Sci. 2022, 12, x FOR PEER REVIEW 5 of 15
participants can choose from a total of five different transport chains, based on different
sectors (e.g., automobile industry, steel industry, fashion industry). After scanning the
cards with the camera, it detects whether the order of the cards is correct, animates the
scene, and marks the cards with green (correct) or red (wrong). The focus is on the optimal
utilization of the available resources (which are available in the form of cards) and the
consideration of the handling phases. Figure 3 part demonstrates an example of correct
results for the transport chain in game 2.
(a) (b)
Figure 3. AR markers of Game 2 “Transport Chains”: (a) example game cards in the real world; (b)
example game cards viewed on the tablet with augmented reality (Logistikum).
The third game “Professions” serves to familiarize the users with logistics jobs. This
game is designed in the style of a message chat which the players utilize to find out which
tasks are performed by different logistics personnel, ranging from operational, such as
operating logisticians or forwarding merchants to managerial levels such as logistics en-
gineers or logistics managers. The goal of this game is to assign the appropriate tasks and
later also characteristics to the selected professions. At the end of the game, the partici-
pants receive a list of possibilities to perform the selected profession.
3. Method
This research follows a multi-faceted stakeholder approach to identify learnings from
the use of an augmented-reality gamified application. In this paper, we used a qualitative
method following Ihamäki and Heljakka [24]. Figure 4 summarizes the methodical ap-
proach of this paper. We collected and evaluated data from several perspectives about
Logistify in three phases: (1) developing, refining, and analysing game characteristics with
focus groups and a semi-structured questionnaire, (2) collecting semi-structured feedback
from players and teachers using an online questionnaire, and (3) evaluating game scores
achieved by the players in Logistify.
Figure 4. Methodical approach modified by Ihamäki and Heljakka [24].
Figure 3.
AR markers of Game 2 “Transport Chains”: (
a
) example game cards in the real world;
(b) example game cards viewed on the tablet with augmented reality (Logistikum).
In Game 1 “Choose the Transport” (Figure 2), players must operate a crane and transfer
containers with different types of goods to the most appropriate mode of transport based
on the type of goods, the quantity to be transported, the environmental footprint, and the
distance required. By lifting a given container with the crane, the player gets an overview
of relevant transport details (such as loading and unloading location, desired transit
time, type of goods) and can estimate the geographical distance on a map. In addition,
background information is provided about the environmental friendliness of the three
modes of hinterland transport (inland vessel, train, truck). The goal is to efficiently select
the best transport route based on different goods, with special attention to the appropriate
means of transport (truck, train, or barge). In the process of the game, it is important to
Appl. Sci. 2022,12, 9066 5 of 15
find out which goods can be transported by sustainable modes of transport, such as inland
waterways or rail, in order to reduce the need for road transport.
For game 2, transport chain cards need to be sorted to build a transport chain based
on the instructions. The game deals with the planning of multimodal transport chains
(pre-carriage, main carriage, on-carriage) from the raw product to the end customer. The
participants can choose from a total of five different transport chains, based on different
sectors (e.g., automobile industry, steel industry, fashion industry). After scanning the cards
with the camera, it detects whether the order of the cards is correct, animates the scene, and
marks the cards with green (correct) or red (wrong). The focus is on the optimal utilization
of the available resources (which are available in the form of cards) and the consideration
of the handling phases. Figure 3part demonstrates an example of correct results for the
transport chain in game 2.
The third game “Professions” serves to familiarize the users with logistics jobs. This
game is designed in the style of a message chat which the players utilize to find out
which tasks are performed by different logistics personnel, ranging from operational, such
as operating logisticians or forwarding merchants to managerial levels such as logistics
engineers or logistics managers. The goal of this game is to assign the appropriate tasks and
later also characteristics to the selected professions. At the end of the game, the participants
receive a list of possibilities to perform the selected profession.
3. Method
This research follows a multi-faceted stakeholder approach to identify learnings from
the use of an augmented-reality gamified application. In this paper, we used a qualita-
tive method following Ihamäki and Heljakka [
24
]. Figure 4summarizes the methodical
approach of this paper. We collected and evaluated data from several perspectives about
Logistify in three phases: (1) developing, refining, and analysing game characteristics with
focus groups and a semi-structured questionnaire, (2) collecting semi-structured feedback
from players and teachers using an online questionnaire, and (3) evaluating game scores
achieved by the players in Logistify.
Appl. Sci. 2022, 12, x FOR PEER REVIEW 5 of 15
participants can choose from a total of five different transport chains, based on different
sectors (e.g., automobile industry, steel industry, fashion industry). After scanning the
cards with the camera, it detects whether the order of the cards is correct, animates the
scene, and marks the cards with green (correct) or red (wrong). The focus is on the optimal
utilization of the available resources (which are available in the form of cards) and the
consideration of the handling phases. Figure 3 part demonstrates an example of correct
results for the transport chain in game 2.
(a) (b)
Figure 3. AR markers of Game 2 “Transport Chains”: (a) example game cards in the real world; (b)
example game cards viewed on the tablet with augmented reality (Logistikum).
The third game “Professions” serves to familiarize the users with logistics jobs. This
game is designed in the style of a message chat which the players utilize to find out which
tasks are performed by different logistics personnel, ranging from operational, such as
operating logisticians or forwarding merchants to managerial levels such as logistics en-
gineers or logistics managers. The goal of this game is to assign the appropriate tasks and
later also characteristics to the selected professions. At the end of the game, the partici-
pants receive a list of possibilities to perform the selected profession.
3. Method
This research follows a multi-faceted stakeholder approach to identify learnings from
the use of an augmented-reality gamified application. In this paper, we used a qualitative
method following Ihamäki and Heljakka [24]. Figure 4 summarizes the methodical ap-
proach of this paper. We collected and evaluated data from several perspectives about
Logistify in three phases: (1) developing, refining, and analysing game characteristics with
focus groups and a semi-structured questionnaire, (2) collecting semi-structured feedback
from players and teachers using an online questionnaire, and (3) evaluating game scores
achieved by the players in Logistify.
Figure 4. Methodical approach modified by Ihamäki and Heljakka [24].
Figure 4. Methodical approach modified by Ihamäki and Heljakka [24].
The remainder of this chapter describes the details regarding each phase. Concerning
ethics procedures, we followed the regulation (EU) 2016/679 of the European Parliament
and of the Council of 27 April 2016 [
51
] as well as the rules of good scientific practice, such
as the European Code of Conduct for Research Integrity [
52
], the OECD’s Best Practices for
Ensuring Scientific Integrity [53], and the European RESPECT Code of Practice [54].
The first phase served to develop, refine, and analyse the application based on two
steps. Step 1 comprised the realization of three focus groups with programmers and work-
Appl. Sci. 2022,12, 9066 6 of 15
shop instructors. The workshop instructors have professional backgrounds in logistics,
research, and pedagogy and regularly conduct one-day workshops including Logistify as a
major part of the workshop. Two programmers and four instructors were invited for each
of the three focus groups. These focus groups clarified how the app should be developed
in terms of design, quality, and, most importantly, verification of feasibility in an interdis-
ciplinary environment. While the instructors provided the expertise regarding logistics
careers, the programmers assessed the technical feasibility. To facilitate the availability of
Logistify on multiple mobile platforms, the games were developed using the Unity game
engine, which provides comprehensive support for multiple platforms. Currently, the app
is available on both iOS and Android system in the Apple App Store and Google Play Store.
The AR framework Vuforia was used to implement marker-based tracking. In theory, the
games would also support ARKit and ARCore frameworks for the tracking components,
which would likely provide better performance; however, since older smart devices do
not always support these frameworks, Vuforia is still used. The second game, “Transport
Chains”, also features a custom modular tracking extension, which allows multiple cards
to be assembled in any order, and through AR the accuracy of each card is verified.
Step 2 involved the development and analysis of a questionnaire targeted at instructors
to document their experiences with players by observing and mentoring them in the
workshops. Data from three workshops was collected and was used to uncover potential
gaps and areas for improvement, which led to further revisions and adjustments to the app.
The questions can be found in Appendix A. The questionnaire consists of four open-ended
questions. The answers have been evaluated using inductive thematic analysis [
27
]. The
statements of the workshop leaders were paraphrased and then semantically grouped.
From this, superordinate thematic groups are derived and patterns are identified.
Phase two comprised collecting feedback from players and teachers after using the
Logistify games in a workshop environment. The app was tested in one-day workshops
within the framework of school and adult education programs. The aim of these workshops
is to bring people closer to logistics, highlight the importance of logistics careers, and raise
awareness in the field of sustainable transport alternatives. For the use of the Logistify app,
the workshop participants were divided into groups of two, which creates an interactive
setting and promotes communication as well as social interaction between the players.
After a short introduction and explanation about the use of the required materials, the
tablets were distributed amongst the workshop attendees. About one hour was needed in
total for the briefing, the playing time, and a discussion of the results. Each of the three
Logistify sub-games took about 15 min to be completed by the participants. After the use of
Logistify, the workshop participants were encouraged to complete a short semi-structured
feedback form after playing each of the three Logistify games. The questions were (1) “How
did you enjoy Logistify?”, (2) “Which highlights did you experience during Logistify?”, and
(3) “Which opportunities for improvement do you see for Logistify?” For the first question,
a five-point Likert scale was used, with the number 5 indicating the player “did not enjoy
the game at all” and the number 1 indicating that the player “fully enjoyed” the game. The
other two questions had an open format to be answered with text in a comment field. The
teachers were asked the following open questions: “Which insights did you gain from the
supervision and observation of the players during the use of Logistify?”. In total, 39 players
and four teachers participated in the survey.
Phase 3 included the evaluation of gameplay data such as average playtime and
individual game scores that were achieved by the players. Basic gameplay data was
collected in the AR game using the Unity3D game engine, saved and visualized using
Microsoft’s PlayFab platform. Post-workshop game data analysis was performed using the
aggregate gameplay data. Personal data such as names were not collected for this analysis
as an effort to ensure the anonymity of all users.
Appl. Sci. 2022,12, 9066 7 of 15
4. Results
The following sections describe and discuss the results from each of the three method-
ological phases. By the means of the conducted thematic analysis (phase 1), we identified
major differences depending on the age of the participants of the survey. Hence, throughout
the whole chapter, we will examine and highlight these differences. To clarify, younger
users, so-called digital natives, who are born into the digital age, had little to no difficulty
using the app. Older users, so-called digital immigrants, who acquired the use of digi-
tal technologies at some stage during their adult life, faced several challenges in using
the app [55].
4.1. Phase 1: Workshop Instructors and Programmers
The feedback from the three focus groups (step 1) with the programmers and workshop
instructors led to some minor adjustments at the beginning regarding content and display
of information. The major progress in the development of Logistify, focusing on the use
of AR elements, was made by analysing the observations of the workshop instructors
(step 2) to identify potential gaps and areas for improvement. The main insights from
these questionnaires are mapped in Figures 5and 6and described for each question in
detail below.
Appl. Sci. 2022, 12, x FOR PEER REVIEW 7 of 15
Phase 3 included the evaluation of gameplay data such as average playtime and in-
dividual game scores that were achieved by the players. Basic gameplay data was col-
lected in the AR game using the Unity3D game engine, saved and visualized using Mi-
crosoft’s PlayFab platform. Post-workshop game data analysis was performed using the
aggregate gameplay data. Personal data such as names were not collected for this analysis
as an effort to ensure the anonymity of all users.
4. Results
The following sections describe and discuss the results from each of the three meth-
odological phases. By the means of the conducted thematic analysis (phase 1), we identi-
fied major differences depending on the age of the participants of the survey. Hence,
throughout the whole chapter, we will examine and highlight these differences. To clarify,
younger users, so-called digital natives, who are born into the digital age, had little to no
difficulty using the app. Older users, so-called digital immigrants, who acquired the use
of digital technologies at some stage during their adult life, faced several challenges in
using the app [55].
4.1. Phase 1: Workshop Instructors and Programmers
The feedback from the three focus groups (step 1) with the programmers and work-
shop instructors led to some minor adjustments at the beginning regarding content and
display of information. The major progress in the development of Logistify, focusing on
the use of AR elements, was made by analysing the observations of the workshop instruc-
tors (step 2) to identify potential gaps and areas for improvement. The main insights from
these questionnaires are mapped in Figures 5 and 6 and described for each question in
detail below.
Figure 5. Results of the thematic analysis regarding potential improvements for Logistify (Own
illustration).
Figure 5.
Results of the thematic analysis regarding potential improvements for Logistify (Own illustration).
Appl. Sci. 2022,12, 9066 8 of 15
Appl. Sci. 2022, 12, x FOR PEER REVIEW 8 of 15
Figure 6. Results of the thematic analysis regarding positively annotated observations (Own illus-
tration).
4.1.1. How Did the Players Cope with Game 1 “Choose the Transport, Game 2
“Transport Chains, and Game 3 “Professions”?
In general, most players did not experience major challenges with the use of Logistify.
Since the workshops included some instructions on how to proceed, the users were
quickly able to familiarize themselves with the overall gameplay. Digital immigrants
sometimes had difficulty operating the virtual joysticks in game 1, which is needed to
operate the crane and the containers, whereas the digital natives rarely had any difficul-
ties. The younger the players were, the more they tended to skip over the instructions
without reading them. Instead, the players just clicked through the instructions, which led
to some uncertainty about the actual procedure to be followed. Game 2 often required
some additional explanation since players did not immediately understand how to ar-
range the cards. At first, they scanned a card and then put it away instead of trying to
build a complete chain. This aspect was tackled in a revised version of Logistify with an
in-game instruction and hints. Game 3 was unproblematic for users of all age groups and
genders.
The overall insight from this question for the development of Logistify and the work-
shop was to provide digital immigrants with more time to familiarize themselves with
Logistify and to point out that reading the instructions is necessary to follow the correct
process of Logistify. Digital immigrants typically invest more time to familiarize them-
selves with the handling of Logistify than digital natives. In addition, instructors observed
that digital natives exhibit more competitive behaviour than digital immigrants. To elab-
orate, the competition among younger users is higher than among older users, for exam-
ple, regarding score achievement. After the games, the scores were often compared, which
encouraged the younger users to play further rounds of the app.
Figure 6. Results of the thematic analysis regarding positively annotated observations (Own illustration).
4.1.1. How Did the Players Cope with Game 1 “Choose the Transport”, Game 2 “Transport
Chains”, and Game 3 “Professions”?
In general, most players did not experience major challenges with the use of Logistify.
Since the workshops included some instructions on how to proceed, the users were quickly
able to familiarize themselves with the overall gameplay. Digital immigrants sometimes
had difficulty operating the virtual joysticks in game 1, which is needed to operate the
crane and the containers, whereas the digital natives rarely had any difficulties. The
younger the players were, the more they tended to skip over the instructions without
reading them. Instead, the players just clicked through the instructions, which led to
some uncertainty about the actual procedure to be followed. Game 2 often required some
additional explanation since players did not immediately understand how to arrange the
cards. At first, they scanned a card and then put it away instead of trying to build a
complete chain. This aspect was tackled in a revised version of Logistify with an in-game
instruction and hints. Game 3 was unproblematic for users of all age groups and genders.
The overall insight from this question for the development of Logistify and the work-
shop was to provide digital immigrants with more time to familiarize themselves with
Logistify and to point out that reading the instructions is necessary to follow the correct
process of Logistify. Digital immigrants typically invest more time to familiarize themselves
with the handling of Logistify than digital natives. In addition, instructors observed that
digital natives exhibit more competitive behaviour than digital immigrants. To elaborate,
the competition among younger users is higher than among older users, for example,
regarding score achievement. After the games, the scores were often compared, which
encouraged the younger users to play further rounds of the app.
Appl. Sci. 2022,12, 9066 9 of 15
4.1.2. How Did the Players React to the First Use of the Augmented Reality App
Characteristics? (Before and After)
The group of digital natives were excited to be allowed to play with tablets and use
Logistify. The fact that AR was involved did not appear to affect the overall excitement level,
but the appeal of playing a game was evident. Digital natives were evidently enthusiastic
before and after playing Logistify. Digital immigrants more often hesitated before starting to
play since they seemed worried about not being able to effectively control the gamified-AR
application. Indeed, after playing Logistify, most of the players expressed their enjoyment
of playing it. Several users noted that the realistic representation of the terminal in Game
1 made the handling process very tangible and allowed them to better envision how the
handling and planning of transports actually occurs.
Players were less positive when it comes to technical errors that hampered their
gaming experience. The most common difficulties were due to technical handling errors
experienced by the users in game 2, which required players to assemble cards into a
transport chain. It was observed that technical errors, which sometimes appear due to
sensitivity of the cameras to lighting (as mentioned in Section 2), immediately disrupted
the attention of the players. For the first game, the use of the AR map is optional, meaning
that the game works with and without AR function. In particular, highly motivated groups
of mainly digital natives decided not to use the AR map, since they assumed this would
save time and they would therefore receive some extra points by only using the traditional
2D view.
4.1.3. Which Insights Did You Gain from the Supervision and Observation of the Players
during the Use of Logistify?
Most of the time, players needed no help, while digital immigrants often needed to
see how Logistify works first and then were willing to try it themselves. Digital natives
sometimes were keener to play and argued about who gets to play first. Most players
did not read the instructions. Therefore, it is important that Logistify has an intuitive user
interface. In general, digital immigrants read information or texts more carefully than
digital natives did. Moreover, the instructors assumed that digital immigrants did not
want to miss anything and were afraid of making mistakes, whereas digital natives more
frequently followed the principle of “trial and error”. Throughout the gaming sections
during the workshops, the instructors noticed that interest in the handling of containers,
decision making in the choice of transport modes, and the establishment of transport
chains increased.
4.1.4. What Did the Players Like Most/Least?
Players were enthusiastic about receiving points and comparing their scores with the
other teams following competition and social interaction, which were important gamifica-
tion elements. The AR elements in the first and second game were perceived as fascinating,
as each scene on each card comes to life featuring an animated step in the transport pro-
cess. This helped the participants in better understanding the logistical processes in the
real world.
Although the design of game 3 is the most familiar, resembling a chat application, it
was the least popular game of the three games. In fact, it is considered as a game leading to
monotonous tasks, which has to be improved in the next version of Logistify. Compared
to the first two games, it was evaluated as less exciting and interactive, as the players
simply have to drag and drop the answers. In the feedback rounds after each workshop,
the players mentioned that game 3 was by far the least engaging.
It must be emphasized that technical errors, which were more likely to happen during
AR applications (game 2 in particular) frustrated the players and interrupted their learning
experience. Groups who aimed at achieving a high score and faced technical problems
were very disappointed.
Appl. Sci. 2022,12, 9066 10 of 15
To summarize, the first phase allowed refinement of the app based on the input given
to the programmers by the workshop instructors. Testing the app in three workshops
enabled the identification of potential gaps, such as some technical issues, the description
of the instructions, and some design features. After this testing phase, the next phase will
continue with the analysis of personal feedback from students and teachers.
4.2. Phase 2: Players and Teachers
Phase two dealt with the analysis of the semi-structured questionnaire presented to
students and teachers to find out how the app is evaluated and its benefits for increasing
the attractiveness of the logistics sector. The evaluation of the question “How much did
you like Logistify?” showed that all three games were overall rated very positively by the
39 survey participants. Game 1 “Choose the Transport” received the best score
(µ= 1.38
,
σ
= 0.67), which is a significant positive result. The low standard deviation showed that
most participants agreed with giving a good score. Additionally, when analysing the
remaining questions of the survey, it became clear that game 1 was the favourite for most
participants. Game 2 “Transportation Chains” received the second-best score (
µ
= 1.69,
σ= 1.13
), which also represents a favourable result. Since the standard deviation is quite
high, the participants did not fully agree on the rating. Game 3 “Professions” received the
lowest score compared to the other games (
µ
= 1.79,
σ
= 0.99), which is still a favourable
result. In summary, these results, which are the only quantitative deliverable of the semi-
structured evaluation, show that the approach is highly embraced.
The results of question two “Which highlights did you experience during Logistify?”
is structured based on the three games. In game 1, the playful learning, the AR features
and the good game concept were positively emphasized. The participants found that they
developed a greater understanding of logistical processes and the importance of green
logistics through the additional information while playing Logistify than without a gamified
environment. Mixed feedback was given on the level of difficulty and usability. This can
be attributed to the fact that digital natives were more familiar with Logistify than digital
immigrants. In game 2, the gamified concept, the augmented reality graphics, and the
visualization of the logistical steps on the transport route were positively emphasized.
The level of difficulty of Logistify was rated differently. Several players stated that game 2
needs a more detailed explanation. This feedback was picked up in an updated version
of Logistify.
The final question, “Which opportunities for improvement do you see for Logistify?”,
addressed potential gaps. The feedback shows that the players’ prior knowledge in the field
of logistics chains and transport processes is relevant. If the prior knowledge is limited, the
users need to receive some information on transport chains before playing Logistify. The
third game was rated by the players to be informative and a good source of information
about the requirements of the specific logistics careers. However, game 3 was rated as
too protracted and more boring than the other two games. Some aspects that could be
improved were mentioned, e.g., that the presentation of the advantages and disadvantages
of the individual means of transport could be improved or that the solution should be
given at the end of each game. These are important hints that will be taken into account in
the further refinement of the app.
The results of the questions addressed to the teachers showed that the innovative
teaching approach and AR technology were considered as being very contemporary. For
most of them, it was the first-time using gamified AR. They argued that the topic of logistics
professions and sustainability fit well with the curriculum of their study programs. Games
1, 2, and 3 were rated as very well designed, although handling Game 1 was sometimes
difficult, referring to the challenges of operating the crane. The teachers recommended
designing pre- and post-preparation material to discuss and consolidate the learned content.
Moreover, the teachers stressed that they were not aware of the broad and interesting
spectrum of logistics careers.
Appl. Sci. 2022,12, 9066 11 of 15
4.3. Phase 3: Game Scores
The mobile application comprises the three different games, and they are meant
to be logically separated but still playable in combination with each other. Due to this
architecture, the assessment of the three games was different. Each game featured a
similar scoring structure, adding points for correct choices and subtracting points for
incorrect choices, which were then computed into a total score. Since every single game was
structured differently, direct inter-game comparisons are not possible. Game 1 was designed
for repeatability with features that are basically the same content albeit randomized for
every round. Game 2 featured multiple levels called “transport chains”, which allowed
players to choose varying levels of difficulty, without requiring them to play all of them
or play the chains in a particular order. Game 3 requires the players to click through all
introduced careers.
The post-evaluation analysis of player motivation and performance based on Logistify
game scores proved to be challenging. The intention of the score analysis was to examine
whether there is a noticeable similarity between team game performance and general
satisfaction with the application. During post-evaluation analysis, we recognized that data
in the application was being collected incorrectly and could not be used for this purpose.
Since the workshop instructors also documented the results of the participants by hand,
this data is used for the gameplay analysis. For game 1, the maximum score is 20,000, and
the scores achieved by the participants were generally between 16,000 and 20,000 points.
This may be explained by the fact that digital natives played the games repetitively, and
thus often achieved the total score. The average score for game 2 is between 6500 and
7500 with a maximum of 10,000 points. For game 3, no scores were documented since the
gaming environment is just designed as a message chat. Nevertheless, the process has
given insights into how the application needs to be reworked to include such features, and
future work will include the restructuring of the analytics functionality.
5. Concluding Discussion and Future Research
In this paper, we investigated the impact of a gamified AR app called Logistify on
peoples’ attitude toward logistics professions. In three methodical phases, the approach
was refined based on user feedback. Using a semi-structured survey among 39 participants,
the general acceptance and learning effect was analysed. Our paper contributes to the
limited theory of gamification, AR, knowledge, and career choices using a qualitative
approach as a starting point for deeper observations. From a practical point, the paper
can be used for teachers, trainers, or programmers as an input for the design of gamified
AR applications. The evaluation of the results indicates that the approach of Logistify,
i.e., to utilize augmented reality in combination with gamification elements, is suitable to
engage people with the exploration of logistics in terms of job opportunities and knowledge.
Nevertheless, the results show that there are major differences between digital natives and
digital immigrants, with the latter experiencing some difficulties in using the app. Based
on these results, the workshop procedure and the gamified AR app have the potential to be
reshaped to meet the needs of all participants and increase the level of knowledge retention.
Regarding the professions in logistics, both users and teachers were hardly aware
of the large variety of professions in logistics. Through the paper, it can be stated that
knowledge retention about logistics careers through gamified AR is a successful approach.
A lot of participants raised additional questions about how these logistical processes work
in companies, how similar they are to the procedures in the terminals or about available
career options in logistics. It is an important output that the players liked what they have
learned about logistics professions in an interactive way. Similarly, as Ponis et al. [
7
] and
Noreikis et al. [
49
] found out, it became evident through this paper that knowledge transfer
does not feel like “learning”.
Additionally, the players agreed that Logistify represents an innovative learning ap-
proach to transfer practical knowledge about the importance of green logistics and that
after playing Logistify their interest in potentially following a logistics career path increased.
Appl. Sci. 2022,12, 9066 12 of 15
Figure 7creates an overview of the conclusion of the usage of the Logistify app with the
aim of fostering knowledge in green logistics careers.
Appl. Sci. 2022, 12, x FOR PEER REVIEW 12 of 15
Additionally, the players agreed that Logistify represents an innovative learning ap-
proach to transfer practical knowledge about the importance of green logistics and that
after playing Logistify their interest in potentially following a logistics career path in-
creased. Figure 7 creates an overview of the conclusion of the usage of the Logistify app
with the aim of fostering knowledge in green logistics careers.
At the same time, feedback from players during the evaluation process indicates sev-
eral specific improvements that can be made to optimize the effectiveness of the applica-
tion. These include better handling of game-related errors, either due to technological lim-
itations or lack of clarity from the user’s perspective. Although AR functionality can fail
or perform poorly at times, most errors appeared due to an unintended reuse of the
printed markers. Ideally, future versions of Logistify need to recognize such a use and alert
the player to what is happening. In general, improvements to the user interface must be
implemented to reduce perceived system errors and to reduce AR-related errors, as these
frustrate the players and significantly interrupt the learning process. Moreover, an up-
dated version of Logistify needs a re-design of game 3 as well to include a scoring model
that can be used for data evaluation.
Figure 7. Conclusion for the use of gamification and AR to attract green logistics careers (Own
illustration).
In terms of game design, we found that digital immigrants tended to be over-
whelmed with the general controls of the application and need more time to familiarize
with the technical setting. Digital natives did not require explanation about how to use
Logistify at all.
Future research should include an experiment about the enjoyment and learning per-
formance comparing a setting with and without the AR function. Finally, the self-assess-
ment should be replaced by a measurement following the approach of Savela et al. [50]
for learning performance. For example, a quiz could be included to draw inferences based
on data about knowledge retention. Since we only used a semi-structured approach to
analyse user experiences, it might also be interesting to evaluate the acceptance of the
gamified AR approach more quantitatively, especially regarding the various experiences
based on age.
Figure 7.
Conclusion for the use of gamification and AR to attract green logistics careers (Own illustration).
At the same time, feedback from players during the evaluation process indicates sev-
eral specific improvements that can be made to optimize the effectiveness of the application.
These include better handling of game-related errors, either due to technological limitations
or lack of clarity from the user’s perspective. Although AR functionality can fail or perform
poorly at times, most errors appeared due to an unintended reuse of the printed markers.
Ideally, future versions of Logistify need to recognize such a use and alert the player to
what is happening. In general, improvements to the user interface must be implemented
to reduce perceived system errors and to reduce AR-related errors, as these frustrate the
players and significantly interrupt the learning process. Moreover, an updated version of
Logistify needs a re-design of game 3 as well to include a scoring model that can be used for
data evaluation.
In terms of game design, we found that digital immigrants tended to be overwhelmed
with the general controls of the application and need more time to familiarize with the
technical setting. Digital natives did not require explanation about how to use Logistify at all.
Future research should include an experiment about the enjoyment and learning
performance comparing a setting with and without the AR function. Finally, the self-
assessment should be replaced by a measurement following the approach of Savela et al. [
50
]
for learning performance. For example, a quiz could be included to draw inferences based
on data about knowledge retention. Since we only used a semi-structured approach to
analyse user experiences, it might also be interesting to evaluate the acceptance of the
gamified AR approach more quantitatively, especially regarding the various experiences
based on age.
Author Contributions:
Conceptualization, L.-M.P.-E., S.D. and D.B.; methodology, L.-M.P.-E. and
D.B.; software, J.D.; investigation, D.B. and J.D.; data curation, S.D. and D.B.; writing—original
draft preparation, L.-M.P.-E. and D.B.; writing—review and editing, S.D., L.-M.P.-E. and D.B.; project
administration, L.-M.P.-E.; funding acquisition, L.-M.P.-E. All authors have read and agreed to the
published version of the manuscript.
Funding:
This research was funded by the research cooperation REWWay which is funded by viadonau.
Acknowledgments: Open Access Funding by the University of Applied Sciences Upper Austria.
Conflicts of Interest: The authors declare no conflict of interest.
Appl. Sci. 2022,12, 9066 13 of 15
Appendix A
Phase I:
We used the following questions for the feedback of the workshop instructors:
(1)
How did the players cope with game 1 “Choose the Transport“, game 2 “Transport
Chains”, and game 3 “Professions”?
(2) How did the players react to the first use of the augmented reality app characteristics?
(Before and after)
(3)
Which insights did you gain from the supervision and observation of the players
during the use of Logistify?
(4)
What did you observe: what about Logistify did the players like most/least?
The programmers observed the use of Logistify and were asked similar questions to
the ones above.
Phase II:
We used the following questions for the feedback of the players:
(1)
How did you enjoy Logistify? (5-point Likert-scale)
(2)
Which highlights did you experience during Logistify?
(3)
Which opportunities for improvement do you see for Logistify?
We used the following questions for the feedback of the teachers:
(1)
Which insights did you gain from the supervision and observation of the players
during the use of Logistify?
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