Application of gamification for sustainable construction: an evaluation of the challenges
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Date
2022
Journal Title
Journal ISSN
Volume Title
Publisher
Emerald Publishing Limited
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.
Description
Keywords
Construction digitalization, Construction projects, Gaming, Gamification, Sustainable construction