Purpose:The International Commission on Illumination (CIE) recommends researchers to investigate a widevariety of behavioural and health outcomes. However, researchers often investigate only a part of occupationalhealth (OH) in relation to light. A literature study (2002–2017) regarding the relationship between office lightingconditions and OH was performed to identify gaps and methodological issues.Method:The OH outcomes investigated in this paper were grouped according to the International Classificationof Diseases and analysed per category: physical and physiological health, mental health, eye health, sleep param-eters and visual comfort.Results:Findings from the literature study (20 eligible papers) showed that all OH aspects were mostly but notexclusively measured subjectively. Furthermore, most studies investigated only a fraction of office lighting par-ameters and OH aspects.Conclusions:It seems that Correlated Colour Temperature (CCT) and illuminance mainly correlate with OH.However, this may also be explained by gaps and methodological issues in studies described in eligible papers.Based on the literature study, an overview was composed elucidating gaps and methodological issues of officelighting and OH studies. It can be used to design and target the purpose of light and health research.
Gaming Horizons is a EU-funded project that explored the role of video games in culture, the economy and education. We engaged with more than 280 stakeholders through interviews, workshops and webinars.
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We review the current body of academic literature concerning gamification of production and logistics. The findings indicate that production execution and control has been addressed most often in the current body of literature, which consists mostly of design research. Objectives and goals, points, achievements, multimedial feedback, metaphorical/fictional representations, and levels and progress are currently most often employed gamification affordances on this field. The research has focused on examining or considering motivation, enjoyment and flow as the main psychological outcomes of gamification in the given context, while individual performance and efficiency are the most commonly examined or suggested behavioral/organizational impacts. Future studies should employ more rigorous study designs and firmly ground the discussions in organization theory.
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