Mashinini, Melisizwe2020-12-042020-12-042020https://hdl.handle.net/10539/30300A research report submitted in partial fulfilment of the requirements for the degree of Master of Management in the field of Digital Business to the Faculty of Commerce, Law and Management, University of the Witwatersrand, Johannesburg, 2020Supply chain inventory is a major source of cost, which is why inventory management is a critical focus area for companies. Lean inventory management is the combination of lean and inventory management practices to optimise between inventory cost and customer value. Lean inventory management is enabled by an engaged and empowered workforce. Gamification is the use of game design elements in non-game contexts as a means to improving human engagement and productivity. Combining gamification with lean inventory management is proposed as a method to improve the inventory performance of a company, by improving workforce engagement and productivity. This quantitative research examined the gamification of supply chain inventory management in lean South African (SA) located petrochemical companies. A model linking the quantifiable barriers which can impact the adoption and implementation of gamified lean inventory management was conceptualised. Applying this conceptual model, an online survey was developed and e-mailed to gather data from 62 respondents representing 5 major SA located petrochemical companies to enable formal hypothesis testing. The results suggest that lean management is a prerequisite for successful gamification and that inventory performance is improved by the adoption and implementation of gamified lean inventory management. Training of employees is recommended as a key intervention to overcome the main barrier to adoption and implementation. This research contributes to knowledge by generating practice insights into lean inventory management and gamification. Furthermore, the study advances the theoretical agenda of determining the pre-determinants of gamification success and whether lean management is a prerequisite for adopting digital tools. In future, it is recommended that research considers the effect of the external environment and individual player types on adoption and implementation.enGamificationGamifyLean managementInventory managementSDG-8: Decent work and economic growthThe gamification of inventory management in South African petrochemical refineriesDissertationUniversity of the Witswatersrand, Johannesburg