Abstract
Modern extensively digitized factories can provide workers interfaces for gamification. The current literature highlights the importance of understanding the context before implementing gamification solution, while there are currently only few such solutions provided for the factory floor. In this study we aim at closing this gap by defining the context defined aspects for gamification at factory floor. We conducted a thorough mapping of current literature proceeded by a qualitative interview study with eight workers and their supervising manager at a manufacturing facility.
| Original language | English |
|---|---|
| Title of host publication | 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) |
| Publisher | IEEE Institute of Electrical and Electronic Engineers |
| ISBN (Electronic) | 978-1-7281-4540-2 |
| DOIs | |
| Publication status | Published - Sept 2019 |
| MoE publication type | A4 Article in a conference publication |
| Event | 11th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games - Vienna, Austria Duration: 4 Sept 2019 → 6 Sept 2019 |
Conference
| Conference | 11th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games |
|---|---|
| Country/Territory | Austria |
| City | Vienna |
| Period | 4/09/19 → 6/09/19 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 9 Industry, Innovation, and Infrastructure
Keywords
- gamification
- factory floor
- serious games
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