Oke, A E; Aliu, J; Tunji-Olayeni, P and Abayomi, T (2024) Application of gamification for sustainable construction: An evaluation of the challenges. Construction Innovation, 24(4), pp. 1066-1084. ISSN 1471-4175
Abstract
Purpose: This paper aims to identify and evaluate the challenges affecting the adoption of gamification practices in developing countries through the lens of the Nigerian construction industry. Design/methodology/approach: A scoping literature review was conducted through which challenges to the adoption of gamification practices were identified, which helped in the formulation of a questionnaire survey. Data was obtained from construction professionals including architects, builders, engineers and quantity surveyors. Retrieved data were analyzed using several statistical tools such as percentages, frequencies, mean item scores (MIS) and exploratory factor analyses. Findings: Based on the MIS ranking results, the top five significant challenges to the adoption of gamification were lack of capacity and expertise, lack of budgeting for innovation, lack of technical infrastructure, hesitation to adopt and limited internet connectivity. Through factor analysis, the challenges identified were categorized into five principal clusters, namely, organizational challenges, technical-related challenges, human-related challenges, data security challenges and economic challenges. Practical implications: The identification and evaluation of the key challenges hindering the adoption of gamification practices would help construction organizations and stakeholders to understand the need to embrace and implement the concept into their activities, operations and processes to improve the engagement and motivation levels of employees. Originality/value: To the best of the authors’ knowledge, this study is the first of its kind in the study area to identify and evaluate the challenges affecting the adoption of gamification practices using a structured quantitative approach.
| Item Type: | Article |
|---|---|
| Uncontrolled Keywords: | construction digitalization; construction projects; gamification; gaming; sustainable construction |
| Index terms: | quantity surveying, construction organization, engineer, factor analysis, architect, construction professional, construction industry, internet, gaming, digitalization, sustainable construction, developing country, exploratory factor analysis, connectivity, builder, motivation, budgeting, survey, literature review, questionnaire, construction project, methodology, gamification |
| Subjects: | organization, data collection methods, profession, practitioner, computing systems, psychology, digital technology, data analysis and analytics, research methods, user engagement, decision-making and reasoning, financial management, professional development, development economics, sustainable construction, production management, networking, statistical analysis, industry analysis |
| Topics: | Sustainability, Roles and Professions, Information Management, Research Practice, Project Management, Business Strategy, International Construction, Human Resources, Digital Applications |
| Descriptive scope: | 5 PCTEA |
N.B. Descriptive scope is a count of how many of the five facets of empirical research are indicated by the words used in title, abstract and keywords. It is not intended as a judgement on the research; merely a count of the kind of word we would expect to indicate Phenomenon, Concepts, Theoretical framing, Empirical techniques, Analytical techniques. If all five are present, then a code of “5 PCTEA” will indicate this. If you feel the coding for this record is questionable, we welcome discussion around the terms we matched or the way we categorized them. The facet you would expect may not be coded, or a facet may be coded inappropriately. This can also bear on a larger question, of which facets should be treated as defining in construction management research. Please get in touch, and we will look at it. More details here