=Paper= {{Paper |id=Vol-2359/paper14 |storemode=property |title=A vignette study among order pickers about the acceptance of gamification |pdfUrl=https://ceur-ws.org/Vol-2359/paper14.pdf |volume=Vol-2359 |authors=Lisa-Maria Putz,Florian Hofbauer,Marius Mates |dblpUrl=https://dblp.org/rec/conf/gamifin/PutzHM19 }} ==A vignette study among order pickers about the acceptance of gamification== https://ceur-ws.org/Vol-2359/paper14.pdf
                           A vignette study among order pickers about the
                                      acceptance of gamification

                                    Lisa-Maria Putz1, Florian Hofbauer1 and Marius Mates2
                              1 University of Applied Sciences Upper Austria, Department of Logistics,

                                           Wehrgrabengasse 1-3, 4400 Steyr, AUSTRIA
                         lisa-maria.putz@fh-steyr.at; florian.hofbauer@fh-steyr.at
                            2 Schneckenreither GmbH, Traunuferstraße 113, 4052 Ansfelden, AUSTRIA




                           Abstract. A high percentage of total logistics costs can be attributed to order
                           picking. Since order picking is characterized as rather monotonous, pickers often
                           struggle with motivation due to the monotony. This article provides insights into
                           the acceptance of gamification in order picking by using gamified feedback fea-
                           tures for motivation. We conducted a vignette study with order pickers to inves-
                           tigate the individual perceptions of motivation, job characteristics and gamifica-
                           tion. The findings indicate that gamification in the order-picking sector appears
                           to be a suitable approach to increase motivation and performance of pickers. The
                           use of gamified feedback features was positively rated for both individual and
                           group performance and showed no significant preference of one type. More re-
                           search is needed to generalize the findings to a greater population.

                           Keywords: Order picking, gamification, logistics, motivation, performance, vi-
                           gnette study, feedback feature.


                    1      Introduction

                    Order picking plays a pivotal role in logistics and accounts for about 55.0 % of the total
                    warehouse operating expenses [1]. Despite increasing automation and use of highly
                    automated storage systems, manual operation still represents the vast majority of order
                    picking systems. Automated systems for picking could be implemented but would re-
                    quire costly investments. Indeed, these automated systems still struggle with the need
                    for human intelligence. Heterogeneous and changing product portfolios and dynamic
                    market demand require the high flexibility of manual systems and human skills [2–4].
                    Order picking involves intensive and repetitive tasks that are mostly done under time
                    constraints with the aim of minimizing errors. Demotivation due to monotony is often
                    connected with order picking and a widely discussed problem of a picker’s job descrip-
                    tion. The monotonous task often results in problems with motivation and performance
                    of the employees. In fact, these problems are often neglected and can lead to a lack of
                    concentration, dissatisfaction and mistakes [2, 5]. Currently, optimization approaches
                    for process improvement are mostly limited to technical aspects, forgetting about the
                    human factor. As a result, the motivation of pickers is crucial for an efficient logistics
                    system [6].




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                        As a nascent area of study gamification has been applied in the logistics sector to
                    improve motivation and performance of workers, in particular of pickers [7]. Gamifi-
                    cation refers to the use of game elements in non-game contexts [8] and represents a new
                    approach which aims to increase motivation and performance. Previous studies found
                    empirical evidence of an increase in motivation and performance due to the use of gam-
                    ification [9–11].
                        We designed a questionnaire for order pickers about the acceptance of gamification
                    and focused on gamified performance feedback. Our presented feedback features in-
                    clude several game elements which provide information about players' success [12],
                    create a competitive environment, [13] and allow users to receive immediate feedback
                    and to know exactly how they perform compared to others [14].
                        The aim of this paper is to investigate the acceptance of gamification of order pickers
                    by using gamified performance feedback for motivational aspects. Moreover, it was
                    investigated if gamified performance feedback on an individual or group basis are pre-
                    ferred by the pickers. Therefore, a vignette study with order pickers was conducted to
                    investigate the individual perceptions of motivation, job characteristics and gamifica-
                    tion. In addition, recommendations for the use of gamified applications for order pick-
                    ers are provided.


                    2      Theoretical background

                    In this chapter, we discuss the importance of manual order picking in the logistics pro-
                    cesses as well as gamification as an approach to increase motivation and performance
                    in the logistics sector.
                    2.1    The value of order picking in logistics processes
                    Order picking refers to the procedure of withdrawing items from an inventory to com-
                    plete an order. Certain quantities (articles) from a total quantity (inventory) have to be
                    provided based on internal or external orders. Order picking has three major functions:
                    acceptance and processing of picking orders, execution of the picking process and in-
                    ternal and external provision of goods [15].
                       Only a well-functioning picking system in collaboration with the warehouse creates
                    additional value for internal logistics. Picking is considered a labour-intensive and
                    costly part of the logistics network since picking processes are hard to standardize and
                    automate. In fact, picking is responsible for approximately 55.0 % of the total ware-
                    house operating expenses [1]. Despite the automation trend in logistics, pickers manu-
                    ally run around 80.0 % of all warehouses, because sensomotoric abilities enable humans
                    to address changes in product characteristics, such as weight or size quickly [3]. Fur-
                    thermore, humans are able to react faster and are more flexible to the markets dynamic
                    demands. The human being will remain the key resource for a flexible and high-quality
                    picking system in the near future [2, 5].
                       The overall objective of picking is an in-time and quantity correct provision of the
                    ordered materials for internal or external customers at the lowest possible costs [16].
                    Pickers play a crucial role to satisfy these goals. The working process of picking is, in




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                    general, described as rather monotonous. Simple and repetitive work sequences in a
                    rather dull working environment are the main points of the job description of the pick-
                    ers. Additionally, employees face high stress levels due to the time pressures exerted
                    on them. The working procedures must be carried out quickly and accurately in order
                    to meet the time target and avoid mistakes. Hence, motivational problems are ubiqui-
                    tous but only rarely highlighted. The vast majority of the companies introduced mone-
                    tary incentive schemes believing that these represent the only solution to tackle moti-
                    vational problems. Optimisation approaches are often centred on technical aspects but
                    neglect the employees and their behaviour. Nevertheless, motivation plays an important
                    role in ensuring a fast and precise working method. In fact, the logistics industry is
                    enhancing its efforts to identify more intrinsic rewarding systems such as gamification
                    [6].


                    2.2    Gamification in logistics
                    A new approach to increase motivation in workspaces is gamification. Nick Pelling, a
                    British computer programmer and inventor, first coined the term in 2002 [17] and it
                    started to gain popularity from 2010. Gamification means the use of game-design ele-
                    ments in any non-game system context to achieve one or more of the following: intrin-
                    sic and extrinsic user motivation, facilitated information processing, better goal
                    achievement, and behavioural changes [8]. Gamified applications can satisfy the three
                    basic human needs of autonomy (through in-game decisions), competence (through on-
                    going feedback and progress), and social inclusion (through competition or cooperation
                    with other players). These three human needs are intended to increase the motivation
                    of humans [18, 19].
                        Previous research found that using gamified applications increases people motiva-
                    tion and engagement [20, 21]. By ascending leaderboards, collecting points and/or
                    badges, a motivating effect occurs that encourages people to spend longer and more
                    time on specific tasks or activities [21, 22]. Gamification is intended to lead people into
                    the so-called "flow state" [23]. Flow refers to a state of joy and happiness as well as
                    optimal experience, which results from intense participation and total concentration on
                    the complete immersion in a pleasant action. The condition occurs when a person for-
                    gets all worries, self-doubt and any sense of time in the execution of a task. Such activ-
                    ities are experienced as enjoyable and rewarding in that they are exercised for self-
                    purpose [24]. In addition, the balance between task difficulty and one's own abilities is
                    crucial to reaching the flow state. If the task difficulty exceeds your own abilities, this
                    can lead to overwork, loss of control and anxiety. If the task difficulty falls below one's
                    own abilities, this can result in under-demand and boredom [25].
                        The integration of game elements can increase the motivation of people who work
                    on monotonous and non-challenging tasks [9–11, 26, 27]. Previous studies found that
                    gamification is able to improve performance in monotonous and non-challenging jobs
                    [9–11]. An example of a gamified application in the logistics sector is the use of re-
                    wards. If gamified applications in the picking sector are used, pickers will receive re-
                    wards in form of points, etc. for a certain picking goal. Game elements such as points,




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                    level-up or ranking promote voluntary participation and inspire employees to reach a
                    higher level of performance and engagement [28].
                       An example for a gamified system for pickers is the application of Arvato. The IT
                    provider Arvato Systems used gamification to increase motivation in the logistics sec-
                    tor. Different games, such as Tour-de-France, Formula 1 or football are coded and ap-
                    plied to a warehouse. Logistical workflows such as picking are adapted and imple-
                    mented into football matches, tournaments or Formula 1 races. Various operating fig-
                    ures e.g. error rates are integrated into the course of the game. In the game, the employ-
                    ees are divided into teams. The progress of the game can be broadcasted via live-ticker
                    on tablets or smartphones. Additionally, analysis and feedback options are offered to
                    track team statistics. The game designers found that both performance and motivation
                    were increased through the game [29, 30].
                       However, incorrect implementation of game elements can also cause detrimental ef-
                    fects. Leaderboards represent a game element that can enhance people’s goal-setting
                    and motivation due to (immediate) feedback about personal performance [31]. Even
                    though leaderboards aim to motivate users, it can result in the opposite for those who
                    are at the lower end of the table. Thus, leaderboards are often viewed critically as its
                    use involves a certain risk of user’s demotivation [22, 32, 33]. For example, Hanus and
                    Fox [32] compared a gamified course using leaderboards and badges with a non-gami-
                    fied course. Both courses had a similar curriculum. They found that the students in the
                    gamified group were less motivated and engaged than those in the non-gamified group.
                    The demotivation might be the result of an inappropriate gamification design of the
                    leaderboards. Leaderboards provide limited places for a few players who can stand at
                    the top of the leaderboard. One measure to avoid negative effects of leaderboards on
                    motivation is to design team-score leaderboards instead of single-score displays. Team-
                    scores require collaboration and community, which supports the feeling of social relat-
                    edness (i.e. team affiliation) [12]. Another measure that avoids the demotivation of
                    lower-ranked scorers is to display only partial information e.g. TOP 5 scorers. Conse-
                    quently, care has to be taken over a proper design of leaderboards [32–34].


                    3      Method

                    A vignette study was conducted with order pickers at different locations in a shipping
                    company in Austria between March and May 2018. The shipping company chosen is a
                    major player in the Austrian shipping market. We developed the questionnaire for the
                    survey based on a literature review and pre-tested it with graduate part-time logistics
                    students. Subsequently, we distributed the anonymous questionnaires to 17 full-time
                    pickers in printed format to collect data about the acceptance of game elements in this
                    specific context. The pickers had one week to complete the questionnaire. The response
                    rate was 100%.
                       The questionnaire, which is presented in the Appendix, comprises a question with
                    selection of criteria and statements which are rated on Likert scales [35]. The first part
                    of the questionnaire deals with the characteristics and tasks of the job as a picker. The
                    second part deals with motivational factors such as money or job security. In the third




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                    part, two different options for gamified performance feedback were presented to ad-
                    dress the mentioned risk of using game elements and to recognize any differences in
                    the perception of these feedback options. Figure 1 shows the first option and represents
                    a feedback feature based on individual performance, which includes the game elements
                    points, badges, avatars, achievements, progress bars and a leaderboard. The second op-
                    tion, which can be found in Figure 2, is a feedback feature based on group performance,
                    which includes the same game elements. Participants were asked prior the survey if
                    they had ever heard anything about gamification. Since the topic was not known by the
                    participants, we decided not to explain the concept and purpose of gamification prior
                    to the questionnaire and not to use the term ‘gamification’ to prevent causing confu-
                    sion. Instead, we informed the participants that the intention of the survey is to ask them
                    about their main drivers of motivation and to rate two models for enhancement of mo-
                    tivation and engagement. We used descriptive statistics to evaluate the results.


                    4      Results

                    In total, 17 pickers completed the questionnaires with 16 male and one female respond-
                    ent. The pickers had on average five years of work experience in their job. Six respond-
                    ents had one to three years of work experience, ten had five to ten years of work expe-
                    rience and one had more than ten (i.e. 19) years of work experience. Eight respondents
                    were between 31 and 40 years old. Five respondents were between 20 and 30 years old,
                    three between 41 and 50 years old and one person was older than 51 years.
                       In logistics literature, it is agreed that order picking is evaluated as a highly monot-
                    onous job [15]. The results of our study show, that only the half of the respondents
                    agree that their job is highly monotonous. In fact, eight out of 17 participants agreed
                    that the pickers work routines are rather monotonous, compared to nine pickers who
                    consider their daily tasks as diverse. When asked "How would you describe your work-
                    place?", the five most applicable criteria were: accuracy at work (chosen by 14 respond-
                    ents), tasks are repeated very often (monotonous tasks) (8 respondents), tasks are dif-
                    ferent and change often (7 respondents), enjoying work/fun at work (7 respondents) and
                    working in teams (7 respondents).
                       When the respondents were asked “What is important for you at your workplace?”,
                    the following five criteria were most frequently rated as “very important”: Appreciation
                    & recognition (12 out of 16), good salary (13 out 17), good working environment (13
                    out of 17), safe workplace (10 out of 17) and reward (bonus, …) (9 out of 17). With
                    five extrinsic motivators on top, results show that extrinsic motivators clearly outweigh
                    intrinsic motivators in our survey group.
                       The evaluation of gamified feedback features for individual performance and team
                    performance showed similar means. Both options achieved the same positive results in
                    terms of creation of fun (μ = 2.82) and increase of performance (μ = 3.29). Team chal-
                    lenges and personal challenges were rated similarly (μ = 2.94 compared to μ = 3.00).
                    Participants’ preference of individual feedback over group feedback was marginal (μ =
                    2.82 compared to μ = 3.00). In addition, the participants evaluated a positive impact for
                    gamified individual and group feedback on motivation (μ = 2.88 compared to μ = 3.06).




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                    Fig. 1: Gamified feedback feature for individual performance. Adapted from [36]




                    Fig. 2: Gamified feedback feature for team performance. Adapted from [36]




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                    5      Conclusion, discussion and limitations

                    Order picking represents one of the most labour- and time-intensive processes and ,thus,
                    resource-intense processes in internal logistics. However, the tasks of order pickers are
                    highly monotonous which often results in demotivated staff, a high number of errors
                    and thus, costs. Gamification, aimed at making the job more fun, might be one solution
                    to overcome motivational problems of pickers and decrease error rates. Thus, the aim
                    of this paper was to investigate acceptance of gamification by order pickers. Moreover,
                    it was investigated if gamified performance feedback on an individual or group basis is
                    preferred by the pickers. Results showed a positive evaluation for both individual and
                    group performance feedback but no significant preference for one type. Empirical re-
                    search for this result, as well as the reproducibility in larger study groups remains sub-
                    ject to future studies.
                        Based on the results of this vignette study, the use of gamification in the order-pick-
                    ing sector appears to be a suitable approach to promote motivation and performance of
                    pickers. For future implementation of gamification in the workplace, it is crucial to
                    raise acceptance for new approaches and methods such as gamification and to com-
                    municate the additional value gained through gamification also to the management
                    level. To successfully implement gamification a clearly defined concept has to be es-
                    tablished. When developing the concept, a common discourse with all people involved
                    is needed. Another crucial point is that the gamified applications must not interfere with
                    the work process and must not generate additional expenses for the employees. Simi-
                    larly to [37, 38] we conclude that after the collection of all relevant information, gami-
                    fication components such as scores, points and badges can be adapted to the participat-
                    ing person’s interests and needs.
                        This study has several limitations which influence generalizability. A major limita-
                    tion of this vignette study is the very small sample size with 17 respondents. However,
                    due to the uniqueness of the sample composition and the topic of this study, we hope
                    that the results are of interest for the gamification community. Further studies may use
                    the underlying results as a starting point for in-depth investigation of the research topic.
                    The study was only conducted at a single company in one country and results may not
                    be transferred to other shipping companies or hold across other cultures. Moreover,
                    several of the measurement scale items were slightly modified from their original and
                    demonstrated formats in order to fit the specific purposes of this study.
                        Our study reveals multiple opportunities for future research. Future research might
                    have a closer look at the implementation of other game elements for performance feed-
                    back in order-picking to identify the acceptance and suitability. Besides motivational
                    effects, future studies should also address and measure psychological and behavioural
                    outcomes to cover the full chain of the gamification process [7, 37]. Furthermore, stud-
                    ies should be done in various countries and companies with larger samples to verify the
                    existing results. Additionally, it is of interest to conduct an empirical experiment and
                    investigate the motivational and productivity effects of gamification for order pickers
                    over a longer period. This could also give further insight into the current discussion in
                    the literature about whether the novelty effect of gamification wears off [32, 39–42].




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                    Qualitative interviews can be used to get a better understanding of the underlying mo-
                    tivational drivers of the order pickers.


                    Acknowledgements

                    This research study is part of the research field “sustainable transport systems”, which
                    was funded by the State of Upper Austria as part of the research program ‘FTI Struktur
                    Land Oberösterreich’. Moreover, we would like to thank our project partner for their
                    involvement.


                    Appendix - Questionnaire

                    Dear employees,
                    Your opinion is important to us. We would like to ask you politely to complete this
                    questionnaire as part of a scientific work. Please answer each question and statement
                    and do not skip any. Therefore, please complete this questionnaire as conscientiously,
                    honestly and completely as possible. There are no "right" and "wrong" answers to the
                    questions included in this questionnaire.
                    The participation on this questionnaire is voluntary and anonymous. Your personal an-
                    swers remain undisclosed.
                    Thank you for your participation.
                       Gender
                        O             Female         O             Male
                       Age

                                      Years

                       How long have you been working in the picking sector?

                                      Years




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                    1. How would you describe your workplace? [43]
                       Please tick the five most applicable criteria.
                        Tasks are repeated very often (monotonous tasks)                         O
                        Tasks are different and change often                                     O
                        Simple tasks                                                             O
                        Complicated tasks                                                        O
                        Physical stress                                                          O
                        I don’t have to strain myself to concentrate                             O
                        I have to strain myself to concentrate                                   O
                        Tasks under time pressure                                                O
                        Tasks without time pressure                                              O
                        Accuracy at work                                                         O
                        Enjoying the work/Fun at work                                            O
                        Little to no fun at work                                                 O
                        I often work alone                                                       O
                        Working in teams                                                         O
                        High frequency of new employees (fluctuation)                            O
                        Often too little or to short training at the beginning of work           O
                        Little to no appreciation (recognition) for achievements                 O

                    2. Order-picking tasks [43]

                       Please tick the applicable box.
                        My tasks in order-picking, …          Strongly agree             Strongly disagree
                                                               1      2      3      4     5      6      7
                      … repeat themselves very often.          O      O      O      O     O      O     O
                      … are often changing and diverse.        O      O      O      O     O      O     O
                      … are executed manually (by hand).       O      O      O      O     O      O     O
                      … are easy to understand.                O      O      O      O     O      O     O
                      … are complicated.                       O      O      O      O     O      O     O

                      Doing my tasks in order-picking, …      Strongly agree             Strongly disagree

                                                               1        2      3    4    5      6      7
                      … I have to concentrate.                 O        O      O    O    O      O      O
                      … I work under time pressure.            O        O      O    O    O      O      O
                      … I have to work precisely.              O        O      O    O    O      O      O
                      … no mistakes should happen.             O        O      O    O    O      O      O




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                    3. What is important for you at your workplace? [6, 9, 44]
                       Please tick the applicable box.
                                                         Very im-     Important       Not so        Not im-
                                                          portant                    important      portant
                      Good working environment              O             O             O             O
                      Safe workplace                        O             O             O             O
                      Proximity to home                     O             O             O             O
                      Further training opportunities        O             O             O             O
                      Career opportunities                  O             O             O             O
                      Good salary                           O             O             O             O
                      Appreciation, recognition             O             O             O             O
                      Fun at work                           O             O             O             O
                      Reward (bonus, …)                     O             O             O             O
                      Interesting tasks                     O             O             O             O
                      Self-fulfilment (creativity)          O             O             O             O
                      Challenges                            O             O             O             O
                      Flexible working hours                O             O             O             O
                      Feedback about my work perfor-        O             O             O             O
                      mance
                      Structured workflows                   O            O             O              O
                      Regulated division of labour           O            O             O              O

                    4. Feedback example for personal work performance
                       Please tick the applicable box.
                      Feedback on my performance as in the          Strongly agree          Strongly disagree
                      example below …                                1    2     3       4       5    6     7
                      … is a good idea                              O     O     O       O      O     O     O
                      … would motivate me in a positive way.        O     O     O       O      O     O     O
                      … brings fun to work.                         O     O     O       O      O     O     O
                      … would be a positive personal challenge.     O     O     O       O      O     O     O
                      … would increase my performance.              O     O     O       O      O     O     O

                    5. Feedback example for team performance at work
                       Please tick the applicable box.
                      Feedback on team work as in the example          Strongly agree   Strongly disagree
                      below …                                          1     2    3     4    5    6    7
                      … is a good idea                                 O O O            O O O O
                      … would motivate the team in a positive way.     O O O            O O O O
                      … brings fun to work.                            O O O            O O O O
                      … would be a positive challenge for the team.    O O O            O O O O
                      … would increase the team performance.           O O O            O O O O




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