Classifying games in container terminal logistics field: A systematic review

Cited 4 time in webofscience Cited 0 time in scopus
  • Hit : 151
  • Download : 0
DC FieldValueLanguage
dc.contributor.authorNasution, Ninan Kara Gichako
dc.contributor.authorJin, Xuefengko
dc.contributor.authorSinggih, Ivan Kristiantoko
dc.date.accessioned2021-12-14T06:40:28Z-
dc.date.available2021-12-14T06:40:28Z-
dc.date.created2021-12-14-
dc.date.created2021-12-14-
dc.date.created2021-12-14-
dc.date.issued2022-01-
dc.identifier.citationENTERTAINMENT COMPUTING, v.40-
dc.identifier.issn1875-9521-
dc.identifier.urihttp://hdl.handle.net/10203/290516-
dc.description.abstractOur study generates a review of serious games in the container terminal logistics field. Serious games deliver certain knowledge to the user and improve the user's understanding of the problem. We analyse 68 games in published research papers and gaming websites and classify them based on the types of container terminal logistics problems, G/P/S (gameplay, purpose, and scope) concept, and the gaming platform. We enrich the existing classification of container terminal logistics problems by adding new fields considered by the listed games. Moreover, further analysis related to user experiences of the games is also conducted. The classification results provide insights regarding the existing studies related to gamification in the container port logistics field. It gives ideas for future developments to support the effectiveness of the learning process in the related area. Our main suggestions are increasing learning stages for game users, a list of required topics for new games, and gaming quality improvements in the existing games. Developing games with a good user interface is as important as considering the complexity of real problems in the games to allow an effective training process for the game users.-
dc.languageEnglish-
dc.publisherELSEVIER SCI LTD-
dc.titleClassifying games in container terminal logistics field: A systematic review-
dc.typeArticle-
dc.identifier.wosid000723167700001-
dc.identifier.scopusid2-s2.0-85119091503-
dc.type.rimsART-
dc.citation.volume40-
dc.citation.publicationnameENTERTAINMENT COMPUTING-
dc.identifier.doi10.1016/j.entcom.2021.100465-
dc.contributor.localauthorSinggih, Ivan Kristianto-
dc.contributor.nonIdAuthorNasution, Ninan Kara Gicha-
dc.contributor.nonIdAuthorJin, Xuefeng-
dc.description.isOpenAccessN-
dc.type.journalArticleReview-
dc.subject.keywordAuthorContainer terminal logistics-
dc.subject.keywordAuthorGamification-
dc.subject.keywordAuthorSerious game-
dc.subject.keywordAuthorReview-
dc.subject.keywordAuthorGame user experience-
dc.subject.keywordPlusINTEGRATED OPTIMIZATION-
dc.subject.keywordPlusOPERATIONS-RESEARCH-
dc.subject.keywordPlusTRUCKING COMPANIES-
dc.subject.keywordPlusSIMULATION-MODEL-
dc.subject.keywordPlusUSER EXPERIENCE-
dc.subject.keywordPlusSERIOUS GAMES-
dc.subject.keywordPlusPERFORMANCE-
dc.subject.keywordPlusDESIGN-
dc.subject.keywordPlusPORT-
dc.subject.keywordPlusCOOPERATION-
Appears in Collection
RIMS Journal Papers
Files in This Item
There are no files associated with this item.
This item is cited by other documents in WoS
⊙ Detail Information in WoSⓡ Click to see webofscience_button
⊙ Cited 4 items in WoS Click to see citing articles in records_button

qr_code

  • mendeley

    citeulike


rss_1.0 rss_2.0 atom_1.0