Abstract
Gamification describes the use of game design elements in non-game contexts. It is used in various domains to motivate users to exhibit a desired behavior. Gamification is applied in industrial settings, to motivate employees and improve quality. However, gamification with the aim of fostering knowledge sharing and in user groups with disabilities is underexplored and limited to case studies in specific use cases. This paper investigates the applications of gamification in sheltered workplaces for people with disabilities and identifies research directions. It reports a literature review and a qualitative interview study to identify motivations of employees and suggest matching gamification mechanics. Our findings indicate that gamification mechanics for these environments should avoid performance pressure and focus on motivations such as social relatedness and emphasize the achievement of teams. The paper presents and motivates prototypes of these mechanics.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Backlund, P., Hendrix, M.: Educational games - are they worth the effort? A literature survey of the effectiveness of serious games. In: 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), pp. 1–8. IEEE (2013)
Center for Universal Design: The Principles of Universal Design (1997). https://design.ncsu.edu/research/center-for-universal-design/. Accessed 26 Nov 2023
Chou, Y.-K.: Actionable gamification. Beyond points badges leaderboards. Octalysis Media (2014)
Crawford, C.: The art of computer game design. Reflections of a master game designer. Osborne/McGraw-Hill, Berkeley (1984)
Deci, E.L., Ryan, R.M.: Intrinsic motivation and self-determination in human behavior. Perspectives in social psychology. Plenum Press, New York (1985)
Deterding, S., Dixon, D., Khaled, R., et al.: From game design elements to gamefulness. In: Lugmayr, A., Franssila, H., Safran, C., et al. (eds.) Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM, New York (2011)
Dolly, M., Nimbarte, A., Wuest, T.: The effects of gamification for manufacturing (GfM) on workers and production in industrial assembly. Robot. Comput.-Integr. Manuf. 88, 102722 (2024). https://doi.org/10.1016/j.rcim.2024.102722
Dvorak, J., Merforth, M., Kandler, M., et al.: Assessment of the potential of gamification in manual assembly. SSRN J. (2023). https://doi.org/10.2139/ssrn.4471436
Federspiel, E., Schaffner, D., Mohr, S.: Customer engagement in online communities: a new conceptual framework integrating motives, incentives and motivation. In: BLED 2014 Proceedings, vol. 21 (2014)
Gutman, J., Reynolds, T.J.: Laddering theory-analysis and interpretation. J. Advertising Res. 28, 11 (1988)
Hallifax, S., Altmeyer, M., Kölln, K., et al.: From points to progression: a scoping review of game elements in gamification research with a content analysis of 280 research papers. Proc. ACM Hum.-Comput. Interact. 7, 748–768 (2023). https://doi.org/10.1145/3611048
Herrmann, A., Schaffner, D.: Planung der Produkteigenschaften. In: Gassmann, O., Albers, S. (eds.) Handbuch Technologie- und Innovationsmanagement. Strategie — Umsetzung — Controlling. Gabler Verlag, Wiesbaden, s.l., pp. 379–396 (2005)
Huotari, K., Hamari, J.: A definition for gamification: anchoring gamification in the service marketing literature. Electron Markets 27, 21–31 (2017). https://doi.org/10.1007/s12525-015-0212-z
Kaasinen, E., Schmalfuß, F., Özturk, C., et al.: Empowering and engaging industrial workers with Operator 4.0 solutions. Comput. Ind. Eng. 139, 105678 (2020). https://doi.org/10.1016/j.cie.2019.01.052
Keepers, M., Nesbit, I., Romero, D., et al.: Current state of research & outlook of gamification for manufacturing. J. Manuf. Syst. 64, 303–315 (2022). https://doi.org/10.1016/j.jmsy.2022.07.001
Klock, A.C.T., Gasparini, I., Pimenta, M.S., et al.: Tailored gamification: a review of literature. Int. J. Hum.-Comput. Stud. 144, 102495 (2020). https://doi.org/10.1016/j.ijhcs.2020.102495
Korn, O., Rees, A.: Affective effects of gamification. In: Makedon, F. (ed.) Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments, pp. 1–10. ACM, New York (2019)
Korn, O., Funk, M., Schmidt, A.: Design approaches for the gamification of production environments. In: Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments. ACM, New York (2015)
Korn, O., Lang, J., Korge, A., et al.: Gamification of a Workday. In: Kaye, J., Druin, A., Lampe, C., et al. (eds.) Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp. 3114–3121. ACM, New York (2016)
Lee, J., Kim, J., Seo, K., et al.: A case study in an automotive assembly line: exploring the design framework for manufacturing gamification. In: Schlick, C., Trzcieliński, S. (eds.) Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future, vol. 490, pp. 305–317. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-41697-7_27
Liu, M., Huang, Y., Zhang, D.: Gamification’s impact on manufacturing: enhancing job motivation, satisfaction and operational performance with smartphone-based gamified job design. Hum. Ftrs. Erg. Mfg. Svc. 28, 38–51 (2018). https://doi.org/10.1002/hfm.20723
McClelland, D.C.: Motives, personality, and society: Selected papers. Praeger Publishers (1984)
McGonigal, J.: Reality is broken. Why games make us better and how they can change the world. The Penguin Press, New York (2011)
Neumann, W.P., Winkelhaus, S., Grosse, E.H., et al.: Industry 4.0 and the human factor – a systems framework and analysis methodology for successful development. Int. J. Prod. Econ. 233, 107992 (2021). https://doi.org/10.1016/j.ijpe.2020.107992
Paddick, R.J.: The grasshopper: games, life and utopia. By Bernard suits. Toronto, University of Toronto Press 1978. J. Philos. Sport 6, 73–78 (1979). https://doi.org/10.1080/00948705.1979.10654153
Pakinee, A., Puritat, K.: Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits. Educ. Inf. Technol. 26, 4049–4067 (2021). https://doi.org/10.1007/s10639-021-10456-9
Reynolds, T.J., Phillips, J.M.: A review and comparative analysis of laddering research methods. In: Malhotra, N.K. (ed.) Review of Marketing Research, 5, vol. 5, pp. 130–174. Emerald Group Publishing Limited, Armonk (2008)
Roh, S., Seo, K., Lee, J., et al.: Goal-based manufacturing gamification: bolt tightening work redesign in the automotive assembly line. In: Schlick, C., Trzcieliński, S. (eds.) Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future, vol. 490, pp. 293–304. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-41697-7_26
Sailer, M., Homner, L.: The gamification of learning: a meta-analysis. Educ. Psychol. Rev. 32, 77–112 (2020). https://doi.org/10.1007/s10648-019-09498-w
Sochor, R., Schenk, J., Fink, K., et al.: Gamification in industrial shopfloor – development of a method for classification and selection of suitable game elements in diverse production and logistics environments. Procedia CIRP 100, 157–162 (2021). https://doi.org/10.1016/j.procir.2021.05.024
Stadnicka, D., Deif, A.: A gamification approach application to facilitate lean manufacturing knowledge acquisition. Manag. Prod. Eng. Rev. (2019). https://doi.org/10.24425/mper.2019.131451
Tayal, S., Rajagopal, K., Mahajan, V.: Modernization with gamification on industry 4.0 in supply chain management 4.0. In: 2022 6th International Conference on Electronics, Communication and Aerospace Technology. IEEE (2022)
Tsourma, M., Zikos, S., Albanis, G., et al.: Gamification concepts for leveraging knowledge sharing in industry 4.0. IJSG 6, 75–87 (2019). https://doi.org/10.17083/ijsg.v6i2.273
Ulmer, J., Braun, S., Cheng, C.T., Dowey, S., Wollert, J.: Human-centered gamification framework for manufacturing systems. Procedia CIRP 93, 670–675 (2020)
Warmelink, H., Koivisto, J., Mayer, I., et al.: Gamification of production and logistics operations: status quo and future directions. J. Bus. Res. 106, 331–340 (2020). https://doi.org/10.1016/j.jbusres.2018.09.011
Werbach, K., Hunter, D.: For the win. How game thinking can revolutionize your business. EBL-Schweitzer. Wharton Digital Press, Philadelphia (2012)
Acknowledgments
This study was funded by the Swiss Innovation Agency through the project “Smart-KVP: Intuitive und motivierende Unterstützung für den kontinuierlichen Verbesserungsprozess in der Produktion” (grant number 108.093.1).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Loch, F., Federspiel, E. (2024). Supporting Employee Engagement and Knowledge Transfer via Gamification in the Context of Sheltered Workplaces: A Literature Review and Interview Study. In: Antona, M., Stephanidis, C. (eds) Universal Access in Human-Computer Interaction. HCII 2024. Lecture Notes in Computer Science, vol 14698. Springer, Cham. https://doi.org/10.1007/978-3-031-60884-1_7
Download citation
DOI: https://doi.org/10.1007/978-3-031-60884-1_7
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-60883-4
Online ISBN: 978-3-031-60884-1
eBook Packages: Computer ScienceComputer Science (R0)