Gamification’s role to support usability and innovation in the manufacturing industry is in its infancy. The present study displays a multi-cited ethnographical approach of a design science research project conducted between a start-up gamification firm and a manufacturing company. The case shows how different gamification design methods are used when gamifying a novel human modelling system. Furthermore, the interference from method to the design is presented and compared with conceptual views of gamification design. The findings show the need for early technical due diligence in collaborations between newer and older firms as well as the need for more comprehensive gamification frameworks to support industry design of gamification in different contexts.
Gamification, the idea of using game design elements to make tasks more engaging, is used in many contexts. The enthusiasm for gamification and its potential uses can be seen in different research—as well as business fields. As of this day, there exists no dominant design principle or standard on how to construct a gamified solution. However, there seem to exist generic dogmas on what a gamification solution should include, look, and feel like. The theories used to explain the gamification techniques often originate from the field of game design and psychology. It is possible that more research fields could be used as a lens to magnify the effects of gamified information systems. In this report, we use the theories from environmental psychology and the servicescape methods to construct a lens to suggest improvements in gamification design for a learning management system used in higher education.
Gamification, the idea of using game design elements to make tasks more engaging, is used in many contexts. The enthusiasm for gamification and its potential uses can be seen in different research—as well as business fields. As of this day, there exists no dominant design principle or standard on how to construct a gamified solution. However, there seem to exist generic dogmas on what a gamification solution should include, look, and feel like. The theories used to explain the gamification techniques often originate from the field of game design and psychology. It is possible that more research fields could be used as a lens to magnify the effects of gamified information systems. In this report, we use the theories from environmental psychology and the servicescape methods to construct a lens to suggest improvements in gamification design for a learning management system used in higher education.
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