Classifying games in container terminal logistics field: A systematic review

•This is the first study that reviews serious games in container terminal logistics.•We propose a learning scheme using games to train students and professionals.•It is necessary to develop more games related to planning issues.•Most games need visual quality improvements to represent real situation...

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Bibliographic Details
Published inEntertainment computing Vol. 40; p. 100465
Main Authors Nasution, Ninan Kara Gicha, Jin, Xuefeng, Singgih, Ivan Kristianto
Format Journal Article
LanguageEnglish
Published Elsevier B.V 01.01.2022
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Summary:•This is the first study that reviews serious games in container terminal logistics.•We propose a learning scheme using games to train students and professionals.•It is necessary to develop more games related to planning issues.•Most games need visual quality improvements to represent real situations well. Our 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.
ISSN:1875-9521
1875-953X
DOI:10.1016/j.entcom.2021.100465