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Towards a gamification of industrial production: a comparative study in sheltered work environments

Published: 23 June 2015 Publication History

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 context-aware assistive systems but exemplify different approaches: the visualization of work performance is complex in System 1 and simple in System 2.
Based on two studies in sheltered work environments with impaired workers, we analyze and compare the systems' effects on work and on workers. We show that gamification leads to a speed-accuracy-tradeoff if no quality-related feedback is provided. Another finding is that there is a highly significant raise in acceptance if a straightforward visualization approach for gamification is used.

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                                  cover image ACM Conferences
                                  EICS '15: Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems
                                  June 2015
                                  316 pages
                                  ISBN:9781450336468
                                  DOI:10.1145/2774225
                                  Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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                                  Publication History

                                  Published: 23 June 2015

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                                  Author Tags

                                  1. assistive technology
                                  2. augmented reality
                                  3. computer-assisted instruction
                                  4. gamification
                                  5. human machine interaction

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                                  • German Federal Ministry of Economics

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                                  EICS '15 Paper Acceptance Rate 19 of 64 submissions, 30%;
                                  Overall Acceptance Rate 73 of 299 submissions, 24%

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                                  • (2024)Assuring Data Integrity on Commercial Gamification Software Considering Productivity: an Industrial Case Study2024 IEEE 35th International Symposium on Software Reliability Engineering Workshops (ISSREW)10.1109/ISSREW63542.2024.00062(115-116)Online publication date: 28-Oct-2024
                                  • (2024)Gamification for Manufacturing (GfM) Towards Era Industry 5.02024 21st International Conference on Electrical Engineering/Electronics, Computer, Telecommunications and Information Technology (ECTI-CON)10.1109/ECTI-CON60892.2024.10594851(1-5)Online publication date: 27-May-2024
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