Prospects for using gamification in Industry 4.0

Detalhes bibliográficos
Autor(a) principal: Reis,Ana Carla Bittencourt
Data de Publicação: 2020
Outros Autores: Silva Júnior,Everaldo, Gewehr,Brenda Baumann, Torres,Mateus Halbe
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Production
Texto Completo: http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0103-65132020000100705
Resumo: Abstract Paper aims This study aims to analyze the main applications of gamification in the industry, identifying its benefits and challenges, and to understand how game techniques are impacting the formation of engineers. Finally, the main perspectives of the use of gamification in the Industry 4.0 are presented. Originality The scientific literature was analyzed to infer practical applications, challenges, benefits and perspectives that can guide the implementation of gamification in Industry 4.0, aiming to help professionals and researchers to take better advantage of this approach and propel this new phase of the industry. Research method A literature review was conducted on the use of gamification in the industry. Main findings In this article, eleven aspects that must be taken into consideration during the application of gamification in the industries were observed. Five perspectives/situations of Gamification use were raised, namely: in the servitization; in learning and training; as a tool to increase intrinsic motivation; introducing new technologies and products; and innovation and flexibility. Implications for theory and practice This study systematically brings together the main approaches to gamification and its applications in the current industry scenario. In addition, this work contributes to the process of designing and implementing gamification in the industry.
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spelling Prospects for using gamification in Industry 4.0Manufacture. Learning. Application. Literature review. Intrinsic motivation.Abstract Paper aims This study aims to analyze the main applications of gamification in the industry, identifying its benefits and challenges, and to understand how game techniques are impacting the formation of engineers. Finally, the main perspectives of the use of gamification in the Industry 4.0 are presented. Originality The scientific literature was analyzed to infer practical applications, challenges, benefits and perspectives that can guide the implementation of gamification in Industry 4.0, aiming to help professionals and researchers to take better advantage of this approach and propel this new phase of the industry. Research method A literature review was conducted on the use of gamification in the industry. Main findings In this article, eleven aspects that must be taken into consideration during the application of gamification in the industries were observed. Five perspectives/situations of Gamification use were raised, namely: in the servitization; in learning and training; as a tool to increase intrinsic motivation; introducing new technologies and products; and innovation and flexibility. Implications for theory and practice This study systematically brings together the main approaches to gamification and its applications in the current industry scenario. In addition, this work contributes to the process of designing and implementing gamification in the industry.Associação Brasileira de Engenharia de Produção2020-01-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersiontext/htmlhttp://old.scielo.br/scielo.php?script=sci_arttext&pid=S0103-65132020000100705Production v.30 2020reponame:Productioninstname:Associação Brasileira de Engenharia de Produção (ABEPRO)instacron:ABEPRO10.1590/0103-6513.20190094info:eu-repo/semantics/openAccessReis,Ana Carla BittencourtSilva Júnior,EveraldoGewehr,Brenda BaumannTorres,Mateus Halbeeng2020-05-07T00:00:00Zoai:scielo:S0103-65132020000100705Revistahttps://www.scielo.br/j/prod/https://old.scielo.br/oai/scielo-oai.php||production@editoracubo.com.br1980-54110103-6513opendoar:2020-05-07T00:00Production - Associação Brasileira de Engenharia de Produção (ABEPRO)false
dc.title.none.fl_str_mv Prospects for using gamification in Industry 4.0
title Prospects for using gamification in Industry 4.0
spellingShingle Prospects for using gamification in Industry 4.0
Reis,Ana Carla Bittencourt
Manufacture. Learning. Application. Literature review. Intrinsic motivation.
title_short Prospects for using gamification in Industry 4.0
title_full Prospects for using gamification in Industry 4.0
title_fullStr Prospects for using gamification in Industry 4.0
title_full_unstemmed Prospects for using gamification in Industry 4.0
title_sort Prospects for using gamification in Industry 4.0
author Reis,Ana Carla Bittencourt
author_facet Reis,Ana Carla Bittencourt
Silva Júnior,Everaldo
Gewehr,Brenda Baumann
Torres,Mateus Halbe
author_role author
author2 Silva Júnior,Everaldo
Gewehr,Brenda Baumann
Torres,Mateus Halbe
author2_role author
author
author
dc.contributor.author.fl_str_mv Reis,Ana Carla Bittencourt
Silva Júnior,Everaldo
Gewehr,Brenda Baumann
Torres,Mateus Halbe
dc.subject.por.fl_str_mv Manufacture. Learning. Application. Literature review. Intrinsic motivation.
topic Manufacture. Learning. Application. Literature review. Intrinsic motivation.
description Abstract Paper aims This study aims to analyze the main applications of gamification in the industry, identifying its benefits and challenges, and to understand how game techniques are impacting the formation of engineers. Finally, the main perspectives of the use of gamification in the Industry 4.0 are presented. Originality The scientific literature was analyzed to infer practical applications, challenges, benefits and perspectives that can guide the implementation of gamification in Industry 4.0, aiming to help professionals and researchers to take better advantage of this approach and propel this new phase of the industry. Research method A literature review was conducted on the use of gamification in the industry. Main findings In this article, eleven aspects that must be taken into consideration during the application of gamification in the industries were observed. Five perspectives/situations of Gamification use were raised, namely: in the servitization; in learning and training; as a tool to increase intrinsic motivation; introducing new technologies and products; and innovation and flexibility. Implications for theory and practice This study systematically brings together the main approaches to gamification and its applications in the current industry scenario. In addition, this work contributes to the process of designing and implementing gamification in the industry.
publishDate 2020
dc.date.none.fl_str_mv 2020-01-01
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.uri.fl_str_mv http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0103-65132020000100705
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dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 10.1590/0103-6513.20190094
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eu_rights_str_mv openAccess
dc.format.none.fl_str_mv text/html
dc.publisher.none.fl_str_mv Associação Brasileira de Engenharia de Produção
publisher.none.fl_str_mv Associação Brasileira de Engenharia de Produção
dc.source.none.fl_str_mv Production v.30 2020
reponame:Production
instname:Associação Brasileira de Engenharia de Produção (ABEPRO)
instacron:ABEPRO
instname_str Associação Brasileira de Engenharia de Produção (ABEPRO)
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reponame_str Production
collection Production
repository.name.fl_str_mv Production - Associação Brasileira de Engenharia de Produção (ABEPRO)
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