Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems 2015
DOI: 10.1145/2774225.2774834
|View full text |Cite
|
Sign up to set email alerts
|

Towards a gamification of industrial production

Abstract: Using video game elements to improve user experience and user engagement in non-game applications is called "gamification". This method of enriching human-computer interaction has been applied successfully in education, health and general business processes. However, it has not been established in industrial production so far.After discussing the requirements specific for the production domain we present two workplaces augmented with gamification. Both implementations are based on a common framework for contex… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
9
0
4

Year Published

2016
2016
2023
2023

Publication Types

Select...
5
2

Relationship

0
7

Authors

Journals

citations
Cited by 51 publications
(14 citation statements)
references
References 21 publications
0
9
0
4
Order By: Relevance
“…Previous research has in fact shown that gamification can affect the data (e.g., the number of questions completed or the length of answers produced; Cechanowicz et al 2013). Even though behavioral learning outcomes were typically measured by participants completing specific tasks such as assembling Lego® cars (Korn et al 2015), it may well be the case that these findings also transfer to the number of completed tasks or the time and effort invested in completing a task. From a theoretical point of view, the present results might merely reflect the idea that including game fiction was more effective in getting learners to invest more effort in completing tasks than not including game fiction.…”
Section: Moderators Of the Effectiveness Of Learning With Gamificationmentioning
confidence: 99%
“…Previous research has in fact shown that gamification can affect the data (e.g., the number of questions completed or the length of answers produced; Cechanowicz et al 2013). Even though behavioral learning outcomes were typically measured by participants completing specific tasks such as assembling Lego® cars (Korn et al 2015), it may well be the case that these findings also transfer to the number of completed tasks or the time and effort invested in completing a task. From a theoretical point of view, the present results might merely reflect the idea that including game fiction was more effective in getting learners to invest more effort in completing tasks than not including game fiction.…”
Section: Moderators Of the Effectiveness Of Learning With Gamificationmentioning
confidence: 99%
“…El término de gamificación se refiere, de manera general, a la aplicación de elementos de juego en contexto que no son de juego, mejorando la experiencia y compromiso de los participantes (Korn, Funk, & Schmidt, 2015b). …”
Section: Antecedentesunclassified
“…En el área de producción se encuentran 2 estudios (Korn et al, 2015a(Korn et al, , 2015b; en la aplicación de negocios (Stanculescu et al, 2016) y el desarrollo de software (Jurado et al, 2015) sólo un estudio.…”
Section: -Distribución De Investigaciones Académicasunclassified
See 2 more Smart Citations