2020
DOI: 10.1590/0103-6513.20190094
|View full text |Cite
|
Sign up to set email alerts
|

Prospects for using gamification in Industry 4.0

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
5
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
6
3

Relationship

0
9

Authors

Journals

citations
Cited by 18 publications
(7 citation statements)
references
References 54 publications
0
5
0
Order By: Relevance
“…Despite the acknowledgment of gamification as a veritable innovative tool used by construction organizations in motivating and boosting the performance and productivity of employees, the majority of challenges to the adoption of the concept, particularly within the developing economies context can often be traced to technical-related challenges (Reis et al , 2020; Gupta et al , 2021). This cluster accounts for 13.867% of the total variance explained.…”
Section: Discussionmentioning
confidence: 99%
“…Despite the acknowledgment of gamification as a veritable innovative tool used by construction organizations in motivating and boosting the performance and productivity of employees, the majority of challenges to the adoption of the concept, particularly within the developing economies context can often be traced to technical-related challenges (Reis et al , 2020; Gupta et al , 2021). This cluster accounts for 13.867% of the total variance explained.…”
Section: Discussionmentioning
confidence: 99%
“…, 2022; Gajanova, 2020; García-Jurado et al. , 2019; Reis et al. , 2020; Xi and Hamari, 2020) and augmented/virtual reality to aid consumer decision-making (Schnack et al.…”
Section: Discussionmentioning
confidence: 99%
“…Marketers can use BCT to provide trustworthy information that is decentralized (Ertemel, 2018;Gleim and Stevens, 2021;Harvey et al, 2018;Trautman and Molesky, 2019). Furthermore, marketers can adopt gamification to increase consumer engagement (Behl and Dutta, 2020;Behl et al, 2022;Gajanova, 2020;Garc ıa-Jurado et al, 2019;Reis et al, 2020;Xi and Hamari, 2020) and augmented/virtual reality to aid consumer decision-making (Schnack et al, 2021). Combined technologies can positively influence pure and suggestion impulse purchases (Figure 2).…”
Section: An Extended View Of Study Findingsmentioning
confidence: 99%
“…The main functionality of gamification is to enhance the learning experience through interaction and engagement. Even though video game-based learning has seen success in many areas, there are only a few examples in the current literature of these learning techniques being used to convey the concept of servitization [29][30][31][32][33]. By adopting game-based learning methodologies, some of these studies demonstrated some success in bringing the benefits of servitization across to manufacturers.…”
Section: Gamificationmentioning
confidence: 99%