# Combining Gamification and Augmented Reality to Raise Interest in Logistics Careers
## 4 Results
### Phase 1: Workshop Instructors and Programmers
It was observed that technical errors, which sometimes appear due to sensitivity of the cameras to lighting (as mentioned in Section 2), immediately disrupted the attention of the players. For the first game, the use of the AR map is optional, meaning that the game works with and without AR function. In particular, highly motivated groups of mainly digital natives decided not to use the AR map, since they assumed this would save time and they would therefore receive some extra points by only using the traditional 2D view. 4.1.3. Which Insights Did You Gain from the Supervision and Observation of the Players during the Use of Logistify? Most of the time, players needed no help, while digital immigrants often needed to see how _Logistify_ works first and then were willing to try it themselves. Digital natives sometimes were keener to play and argued about who gets to play first. Most players did not read the instructions. Therefore, it is important that _Logistify_ has an intuitive user interface. In general, digital immigrants read information or texts more carefully than digital natives did. Moreover, the instructors assumed that digital immigrants did not want to miss anything and were afraid of making mistakes, whereas digital natives more frequently followed the principle of \"trial and error\". Throughout the gaming sections during the workshops, the instructors noticed that interest in the handling of containers, decision making in the choice of transport modes, and the establishment of transport chains increased. 4.1.4. What Did the Players Like Most/Least? Players were enthusiastic about receiving points and comparing their scores with the other teams following competition and social interaction, which were important gamification elements. The AR elements in the first and second game were perceived as fascinating, as each scene on each card comes to life featuring an animated step in the transport process. This helped the participants in better understanding the logistical processes in the real world. Although the design of game 3 is the most familiar, resembling a chat application, it was the least popular game of the three games. In fact, it is considered as a game leading to monotonous tasks, which has to be improved in the next version of _Logistify_. Compared to the first two games, it was evaluated as less exciting and interactive, as the players simply have to drag and drop the answers. In the feedback rounds after each workshop, the players mentioned that game 3 was by far the least engaging. It must be emphasized that technical errors, which were more likely to happen during AR applications (game 2 in particular) frustrated the players and interrupted their learning experience. Groups who aimed at achieving a high score and faced technical problems were very disappointed. To summarize, the first phase allowed refinement of the app based on the input given to the programmers by the workshop instructors. Testing the app in three workshops enabled the identification of potential gaps, such as some technical issues, the description of the instructions, and some design features. After this testing phase, the next phase will continue with the analysis of personal feedback from students and teachers.