# Combining Gamification and Augmented Reality to Raise Interest in Logistics Careers
## 4 Results
### Phase 1: Workshop Instructors and Programmers  
The feedback from the three focus groups (step 1) with the programmers and workshop instructors led to some minor adjustments at the beginning regarding content and display of information. The major progress in the development of _Logistify_, focusing on the use of AR elements, was made by analysing the observations of the workshop instructors (step 2) to identify potential gaps and areas for improvement. The main insights from these questionnaires are mapped in Figures 5 and 6 and described for each question in detail below. Figure 5: Results of the thematic analysis regarding potential improvements for _Logistify_ (Own illustration). 4.1.1. How Did the Players Cope with Game 1 \"Choose the Transport\", Game 2 \"Transport Chains\", and Game 3 \"Professions\"? In general, most players did not experience major challenges with the use of _Logistify_. Since the workshops included some instructions on how to proceed, the users were quickly able to familiarize themselves with the overall gameplay. Digital immigrants sometimes had difficulty operating the virtual joysticks in game 1, which is needed to operate the crane and the containers, whereas the digital natives rarely had any difficulties. The younger the players were, the more they tended to skip over the instructions without reading them. Instead, the players just clicked through the instructions, which led to some uncertainty about the actual procedure to be followed. Game 2 often required some additional explanation since players did not immediately understand how to arrange the cards. At first, they scanned a card and then put it away instead of trying to build a complete chain. This aspect was tackled in a revised version of _Logistify_ with an in-game instruction and hints. Game 3 was unproblematic for users of all age groups and genders. The overall insight from this question for the development of _Logistify_ and the workshop was to provide digital immigrants with more time to familiarize themselves with _Logistify_ and to point out that reading the instructions is necessary to follow the correct process of _Logistify_. Digital immigrants typically invest more time to familiarize themselves with the handling of _Logistify_ than digital natives. In addition, instructors observed that digital natives exhibit more competitive behaviour than digital immigrants. To elaborate, the competition among younger users is higher than among older users, for example, regarding score achievement. After the games, the scores were often compared, which encouraged the younger users to play further rounds of the app. Figure 6: Results of the thematic analysis regarding positively annotated observations (Own illustration). 4.1.2. How Did the Players React to the First Use of the Augmented Reality App Characteristics? (Before and After)  
The group of digital natives were excited to be allowed to play with tablets and use _Logistify_. The fact that AR was involved did not appear to affect the overall excitement level, but the appeal of playing a game was evident. Digital natives were evidently enthusiastic before and after playing _Logistify_. Digital immigrants more often hesitated before starting to play since they seemed worried about not being able to effectively control the gamified-AR application. Indeed, after playing _Logistify_, most of the players expressed their enjoyment of playing it. Several users noted that the realistic representation of the terminal in Game 1 made the handling process very tangible and allowed them to better envision how the handling and planning of transports actually occurs. Players were less positive when it comes to technical errors that hampered their gaming experience. The most common difficulties were due to technical handling errors experienced by the users in game 2, which required players to assemble cards into a transport chain.