Gamified mapping for global supply chain optimization
Feodorof, Cristian (2025)
Feodorof, Cristian
2025
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2025051511883
https://urn.fi/URN:NBN:fi:amk-2025051511883
Tiivistelmä
Global supply chains face escalating volatility: nearly 80% report recent disruption, natural disasters alone erased US $368 billion in 2024, and a Gen Z workforce is reshaping expectations. This thesis asks how gamified mapping tools can improve decision-making and cut risk in global supply chains.
A mixed-methods design combines (1) literature synthesis; (2) qualitative analysis of two mechanics common in Paradox Interactive titles, Fog of War and Technology Trees; (3) a survey of 374 experienced grand-strategy players recruited via Reddit.
Findings show that visibility is treasured and trade-worthy: 62% rate early exploration 4-5/5, 86.6% routinely spend resources to reveal hidden data, while 29.9% feel frequent penalties when information is missing, evidencing an “earned visibility” dynamic. Staged capability building is equally pivotal: 88.2% consider tech research critical, 81% chart at least a loose roadmap, and 38% iterate plans often, mirroring agile S&OP cycles.
Synthesising these insights, the study proposes a conceptual framework for Gamified Mapping, called: Core-Middle-Shell. In this model, the gamification layer incentives (Shell) drive engagement with a digital-twin map (Middle) grounded in live supply chain data (Core). This model suggests that coupling Fog of War with tiered tech trees can reduce decision latency, encourage proactive data acquisition, and promote resilience investments before shocks strike.
The research advances supply-chain theory by integrating behavioural gamification with digital twin analytics and offers actionable design blueprints for developers and professionals in this industry.
A mixed-methods design combines (1) literature synthesis; (2) qualitative analysis of two mechanics common in Paradox Interactive titles, Fog of War and Technology Trees; (3) a survey of 374 experienced grand-strategy players recruited via Reddit.
Findings show that visibility is treasured and trade-worthy: 62% rate early exploration 4-5/5, 86.6% routinely spend resources to reveal hidden data, while 29.9% feel frequent penalties when information is missing, evidencing an “earned visibility” dynamic. Staged capability building is equally pivotal: 88.2% consider tech research critical, 81% chart at least a loose roadmap, and 38% iterate plans often, mirroring agile S&OP cycles.
Synthesising these insights, the study proposes a conceptual framework for Gamified Mapping, called: Core-Middle-Shell. In this model, the gamification layer incentives (Shell) drive engagement with a digital-twin map (Middle) grounded in live supply chain data (Core). This model suggests that coupling Fog of War with tiered tech trees can reduce decision latency, encourage proactive data acquisition, and promote resilience investments before shocks strike.
The research advances supply-chain theory by integrating behavioural gamification with digital twin analytics and offers actionable design blueprints for developers and professionals in this industry.