Supports the teaching of new knowledge, increases learning efficiency in the industry and enables participants to engage in the learning experience. |
Collaboration, Time limit, Competition, Points, Challenges, Feedbacks and Rewards. |
Kampker et al. (2014)Kampker, A., Deutskens, C., Deutschmann, K., Maue, A., & Haunreiter, A. (2014). Increasing ramp-up performance by implementing the gamification approach. Procedia CIRP, 20, 74-80. http://dx.doi.org/10.1016/j.procir.2014.05.034. http://dx.doi.org/10.1016/j.procir.2014....
, Schuldt & Friedemann (2017)Schuldt, J., & Friedemann, S. (2017). The challenges of gamification in the age of Industry 4. 0 focusing on man in future machine-driven working environments. In Proceedings of the 2017 IEEE Global Engineering Education Conference (pp. 1622-1630). Piscataway: IEEE. http://dx.doi.org/10.1109/EDUCON.2017.7943066. http://dx.doi.org/10.1109/EDUCON.2017.79...
and Paravizo et al. (2018)Paravizo, E., Chaim, O. C., Braatz, D., Muschard, B., & Rozenfeld, H. (2018). Exploring gamification to support manufacturing education on industry 4.0 as an enabler for innovation and sustainability. Procedia Manufacturing, 21, 438-445. http://dx.doi.org/10.1016/j.promfg.2018.02.142. http://dx.doi.org/10.1016/j.promfg.2018....
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Reduces the risks in the business case by contributing to the improvement process and generating incentives to act through accurate forecasting and information. |
Uninformed |
Hurst et al. (2019)Hurst, W., Shone, N., Tully, D., Shi, Q., Chalmers, C., Hulse, J., & O’Hare, D. (2019). Developing a productivity accelerator platform to support UK businesses in the industry 4.0 revolution. In Proceedings of the Third International Congress on Information and Communication Technology (pp. 517-525). Singapore: Springer. http://dx.doi.org/10.1007/978-981-13-1165-9_47. http://dx.doi.org/10.1007/978-981-13-116...
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Facilitates and encourage online clothing and accessory purchases and maintain customer loyalty. |
Avatar, Narrative and Virtual Environment |
Donatiello et al. (2018)Donatiello, L., Morotti, E., Marfia, G., & Di Vaio, S. (2018). Exploiting immersive virtual reality for fashion gamification. In Proceedings of the 2018 IEEE 29th Annual International Symposium on Personal, Indoor and Mobile Radio Communications (PIMRC) (pp. 17-21). Piscataway: IEEE. http://doi.org/10.1109/PIMRC.2018.8581036. http://doi.org/10.1109/PIMRC.2018.858103...
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Develops the ability to increase productivity, increase job satisfaction, increase employee retention, and improve job performance and efficiency. |
Rewards, Goals, Feedback, Points, Badges, Achievements and Leaderboards |
Lee et al. (2016)Lee, J., Kim, J., Seo, K., Roh, S., Jung, C., Lee, H., Shin, J., Choi, G., & Ryu, H. (2016). A case study in an automotive assembly line: exploring the design framework for manufacturing gamification. In C. Schlick & S. Trzcieliński (Eds.), Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future (pp. 305-317). Cham: Springer. http://doi.org/10.1007/978-3-319-41697-7_27. http://doi.org/10.1007/978-3-319-41697-7...
, Lessel et al. (2016)Lessel, P., Altmeyer, M., Müller, M., Wolff, C., & Krüger, A. (2016, May). Don’t whip me with your games: investigating bottom-up gamification. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 2026-2037). New York: ACM. http://dx.doi.org/10.1145/2858036.2858463. http://dx.doi.org/10.1145/2858036.285846...
, Roh et al. (2016)Roh, S., Seo, K., Lee, J., Kim, J., Ryu, H. B., Jung, C., Lee, H., & Shin, J. (2016). Goal-based manufacturing gamification: bolt tightening work redesign in the automotive assembly line. In C. Schlick & S. Trzcieliński (Eds.), Advances in ergonomics of manufacturing: managing the enterprise of the future (pp. 293-304). http://doi.org/10.1007/978-3-319-41697-7_26. http://doi.org/10.1007/978-3-319-41697-7...
, Liu et al. (2018)Liu, M., Huang, Y., & Zhang, D. (2018). Gamification’s impact on manufacturing: enhancing job motivation, satisfaction and operational performance with smartphone-based gamified job design. Human Factors and Ergonomics in Manufacturing & Service Industries, 28(1), 38-51. http://dx.doi.org/10.1002/hfm.20723. http://dx.doi.org/10.1002/hfm.20723...
and Shyam Nivedhan & Priyadarshini (2018)Shyam Nivedhan, S., & Priyadarshini, R. G. (2018). Gamification elements used in employee retention and enhancing employee productivity. IOP Conference Series: Materials Science and Engineering, 390(1), 12-39. http://dx.doi.org/10.1088/1757-899X/390/1/012039. http://dx.doi.org/10.1088/1757-899X/390/...
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Helps in teaching and understanding complex concepts, simplifies complex decisions, and enables immersion in complex situations (such as sustainability concepts). |
Rules, Narrative, Collaboration, Powers, Roles, Performance Meaningful Stories, Teamwork, Element Limiting, Scenarios, Challenges, Rewards, Goals and Feedback |
Monchatre (2007)Monchatre, S. (2007). From careers to itineraries... all the way through the notion of competence. Sociologie du Travail, 49(4), 472-488. http://dx.doi.org/10.1016/j.soctra.2007.09.007. http://dx.doi.org/10.1016/j.soctra.2007....
, Markopoulos et al. (2015)Markopoulos, A. P., Fragkou, A., Kasidiaris, P. D., & Davim, J. P. (2015). Gamification in engineering education and professional training. International Journal of Mechanical Engineering Education, 43(2), 118-131. http://dx.doi.org/10.1177/0306419015591324. http://dx.doi.org/10.1177/03064190155913...
, Wang et al. (2015)Wang, W. M., Wolter, L., Lindow, K., & Stark, R. (2015). Graphical visualization of sustainable manufacturing aspects for knowledge transfer to public audience. Procedia CIRP, 26, 58-63. http://dx.doi.org/10.1016/j.procir.2014.07.032. http://dx.doi.org/10.1016/j.procir.2014....
, Paravizo et al. (2018)Paravizo, E., Chaim, O. C., Braatz, D., Muschard, B., & Rozenfeld, H. (2018). Exploring gamification to support manufacturing education on industry 4.0 as an enabler for innovation and sustainability. Procedia Manufacturing, 21, 438-445. http://dx.doi.org/10.1016/j.promfg.2018.02.142. http://dx.doi.org/10.1016/j.promfg.2018....
and Despeisse (2018)Despeisse, M. (2018). Teaching sustainability leadership in manufacturing : a reflection on the educational benefits of the board game Factory Heroes. Procedia CIRP, 69, 621-626. http://dx.doi.org/10.1016/j.procir.2017.11.130. http://dx.doi.org/10.1016/j.procir.2017....
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Helps improving the engineering process’ requirements and can be used as a facilitating tool for gathering information. |
Leaderboards, Points, Rewards, Virtual Environment, Narratives, Avatars, Rules, Goals, Feedback and Interactive Processes |
Fischer (2017)Fischer, T. C. (2017). Gamification and affordances: how do new affordances lead to gamification in a business intelligence system? Communications in Computer and Information Science, 748, 310-320. http://dx.doi.org/10.1007/978-3-319-64218-5_26. http://dx.doi.org/10.1007/978-3-319-6421...
and Shi et al. (2017)Shi, V. G., Baines, T., Baldwin, J., Ridgway, K., Petridis, P., Bigdeli, A. Z., Uren, V., & Andrews, D. (2017). Using gamification to transform the adoption of servitization. Industrial Marketing Management, 63, 82-91. http://dx.doi.org/10.1016/j.indmarman.2016.12.005. http://dx.doi.org/10.1016/j.indmarman.20...
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Helps manufacturers and government agencies stimulate mass market for electric vehicles. |
Obstacles and Virtual Environment |
Bennett & Vijaygopal (2018)Bennett, R., & Vijaygopal, R. (2018). Consumer attitudes towards electric vehicles: effects of product user stereotype and self-image congruence. European Journal of Marketing, 52(3-4), 499-527. http://dx.doi.org/10.1108/EJM-09-2016-0538. http://dx.doi.org/10.1108/EJM-09-2016-05...
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Facilitates changes in attitude toward a product or activity and introduces a person to a product or activity in which the individual has no previous experience. |
Obstacles, Virtual Environment and Feedback |
Wang et al. (2015)Wang, W. M., Wolter, L., Lindow, K., & Stark, R. (2015). Graphical visualization of sustainable manufacturing aspects for knowledge transfer to public audience. Procedia CIRP, 26, 58-63. http://dx.doi.org/10.1016/j.procir.2014.07.032. http://dx.doi.org/10.1016/j.procir.2014....
and Bennett & Vijaygopal (2018)Bennett, R., & Vijaygopal, R. (2018). Consumer attitudes towards electric vehicles: effects of product user stereotype and self-image congruence. European Journal of Marketing, 52(3-4), 499-527. http://dx.doi.org/10.1108/EJM-09-2016-0538. http://dx.doi.org/10.1108/EJM-09-2016-05...
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It helps convince users of the benefits of servitization, provides valuable insight into transformation processes, and helps stakeholders explore the implications of servitization. |
Virtual Environment, Narratives, Avatars, Rules, Goals, Feedback, Interactive Processes, Unpredictability, Milestones and Moderator |
Shi et al. (2017)Shi, V. G., Baines, T., Baldwin, J., Ridgway, K., Petridis, P., Bigdeli, A. Z., Uren, V., & Andrews, D. (2017). Using gamification to transform the adoption of servitization. Industrial Marketing Management, 63, 82-91. http://dx.doi.org/10.1016/j.indmarman.2016.12.005. http://dx.doi.org/10.1016/j.indmarman.20...
, Andrews et al. (2017)Andrews, D., Petridis, P., Baines, T., Ziaee Bigdeli, A., Shi, V. G., Baldwin, J., & Ridgway, K. (2017). Gamification to engage manufacturers with servitization. In Advances in Manufacturing Technology XXXI: Proceedings of the 15th International Conference on Manufacturing Research, Incorporating the 32nd National Conference on Manufacturing Research (Vol. 5, pp. 195-200). London: University of Greenwich. http://doi.org/10.3233/978-1-61499-792-4-195. http://doi.org/10.3233/978-1-61499-792-4...
and Andrews et al. (2018)Andrews, D., Dmitrijeva, J., Bigdeli, A. Z., & Baines, T. (2018). Snakes and ladders in servitization: using a game to capture inhibitors and enablers of transformation. Research Technology Management, 61(6), 37-47. http://dx.doi.org/10.1080/08956308.2018.1516930. http://dx.doi.org/10.1080/08956308.2018....
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Contributes to the dissemination of lean knowledge (lean principles). |
Rules and Supply limit |
Sousa et al. (2016)Sousa, R. M., Stadnicka, D., Dinis-Carvalho, J., Ratnayake, R. M. C., & Isoherranen, V. (2016). Gamification based lean knowledge dissemination: a case study. In Proceedings of the 2016 IEEE International Conference on Industrial Engineering and Engineering Management (pp. 164-168). Piscataway: IEEE. http://dx.doi.org/10.1109/IEEM.2016.7797857. http://dx.doi.org/10.1109/IEEM.2016.7797...
and Tseng et al. (2016)Tseng, T.-L. B., Akundi, A., Saavedra, J. A., & Smith, E. D. (2016). A comparative study of teaching lean manufacturing via hands-on and computer-aided simulation. In Proceedings of the 2016 ASEE Annual Conference & Exposition Proceedings. Washington: ASEE. http://dx.doi.org/10.18260/p.26281. http://dx.doi.org/10.18260/p.26281...
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