How Has Gamification in the Production Sector Been Developed in the Manufacturing and Construction Workplaces?
Abstract
:1. Introduction
2. Materials and Methods
3. Production Sector and Gamification
3.1. Lean Production and the Factory of the Future
3.2. Gamification in the Production Sector
3.3. Ethics in Gamification
4. Results and Discussion
4.1. Objectives to Adopt Gamification in the Production Sector
4.1.1. Gamification for Knowledge Sharing
4.1.2. Gamification for Lean Production Aid
4.1.3. Gamified Environment to Improve Motivation
4.1.4. Associated Skills and Synthesis Gamification Applications
4.2. Research Methodologies Applied in the Reviewed Studies
4.3. Gamification Elements Applied or Considered in the Reviewed Studies
4.4. Psychological Outcomes Linked to Behavioral and Organizational Impacts in the Reviewed Studies
4.5. Ethical Considerations in Gamification
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Appendix A
(a) | |||
Articles | Workplace Problems | Gamified Solution | Competencies Involved |
[24] | The existing assistance systems in the manufacturing sector are mostly equipped with rigid functional logic and do not provide individual experiences for users or adapt to their capabilities. | Integrating human factors into assistance systems, adjusting the hardware and instructions presented to the cognitive and physical demands of the workers (Industry 5.0) | |
[25] | Need to combat increasing monotony on the shop floor due to repetitive and identical work tasks. These work tasks often lead to low interest and a one-sided burden on shop-floor employees. Monotony on the shop floor must be combated to increase employee motivation and reduce absenteeism. | A prototype MES application was integrated into the study design to investigate the effects of information provision and gamification concerning operational performance and work motivation. The prototype includes a human-centric performance-management approach to gamified information delivery. | |
[15] | High level of qualification requirement and difficulty of employees sharing knowledge (tacit knowledge). | Gamified social collaboration platform to encourage knowledge sharing and registration | |
[39] | Need to process shop-floor information properly to generate insights to motivate and empower workers and supervisors. | Gamified performance control system for shop-floor workers and supervisors | |
[42] | High level of qualification requirement and difficulty of employees sharing knowledge (tacit knowledge). | Gamified social collaboration platform to encourage knowledge sharing and registration | |
[43] | High level of qualification requirement and difficulty of employees sharing knowledge (tacit knowledge). | Gamified social collaboration platform to encourage knowledge sharing and registration | |
[44] | Improvement of collaborative communication, lack of positive organizational culture | A collaborative social network for culture change: motivate knowledge sharing, exchange of ideas, and visualization of training content. | |
[23] | Need to instruct manufacturing workers to acquire greater flexibility, speed, greater productivity and quality, less waste, and innovation to achieve the concept of an intelligent factory. | Gamified training system using simulation and augmented reality to motivate workers to achieve their goals, acquire and share knowledge. | |
[14] | Need for obtaining new skills and learning within the workplace. | Gamified training system within the workplace to accelerate the development of new skills | |
(b) | |||
[6] | Lack of transparency of activities for the construction team. Workers lack understanding of the tasks to be performed. Lack of team engagement and lack of feedback to workers | Gamified environment to make work more interesting for both workers and engineers using narrative, facilitating communication and task understanding | |
[38] | Need to understand the building’s spatial requirements to plan the safety, loading, and unloading of materials or production processes. | A gamified method that can create planning environments based on the information model (BIM). | |
[40] | Need for continuous improvement of employees’ skills and knowledge. | Gamified training for acquiring lean concepts on the shop floor | |
[41] | Imbalanced allocation of resources, improvisation, lack of control of results, lack of communication, and wrong planning decisions. | Gamified system for applying lean in planning and control (LPS) to offshore constructions. | |
[45] | Need to incorporate new practices in routines to improve results and reduce waste. | Map the organization’s needs and employee skills. Systematize activities and standardize routines. Gamify the system to promote engagement, commitment, and achievement of goals. | |
[5] | Lack of transparency of activities for the construction team. Workers lack understanding of the tasks to be performed. Lack of team engagement and lack of feedback to workers | Gamified system to make the weekly schedule (LPS) transparent and provide feedback to workers on routine activities to motivate them and improve communication between managers and the workforce. | |
(c) | |||
[37] | Monitoring activities in highly digitalized and automated production plants offers few opportunities to satisfy psychological needs which can lead to low intrinsic motivation, psychological strain, and poor performance | The game elements were integrated into a control center dashboard through a gamified quiz containing activity-relevant multiple-choice questions about understanding the dashboard, the current plant situation, troubleshooting, and general production questions. | |
[17] | The boredom related to work on the automotive assembly line creates other negative results that are related to human resources issues. | A gamified interface, in the workplace, using narrative persuasion to help manufacturing workers create self-directed behaviors. | |
[46] | Need to retain talent in Chinese companies. Lack of motivation mainly for ‘digital natives’ (people born after the 1980s) | Gamified smartphone system to motivate employees. | |
[47] | In an industrial environment, jobs tend to be repetitive and sometimes tedious, so there is a need to create challenges to involve workers. | Gamified system for social collaboration with a training module using augmented reality | |
[49] | The processes in the manufacturing industry are repetitive, the automated solution is expensive so the manual solution in small batches still prevails. | Choosing with supervisors which gamification model applies best to the manufacturing environment: The Pyramid, Tetris, or the Circle | |
[48] | The processes in the manufacturing industry are repetitive, the automated solution is expensive so the manual solution in small batches still prevails. | A gamified system with sensors to verify its effects concerning the motivation of workers with cognitive disabilities in the automotive industry. | |
[50] | Lack of motivation due to the simplicity of screw-tightening tasks on the automotive industry’s assembly line and negative work climate. | Gamified interface to encourage intrinsic motivation, improving relationships between colleagues, and reducing environmental negativity | |
[51] | Lack of motivation due to the simplicity of screw-tightening tasks on the automotive industry’s assembly line and negative work climate. | Gamified interface to encourage intrinsic motivation, improving relationships between colleagues, and reducing environmental negativity |
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Worker 4.0. Skills [13] | Advantages to Using Gamification [11] | Articles Selected |
---|---|---|
Analytical, creative, and innovative skills | Gamification uses cognitive biases which can stimulate the employee's behavior. | 23 [5,6,14,15,17,23,24,25,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51]. |
Social skills | The incentive is not monetary, has symbolic value, and signals status. The use of gamification in collaborative work environments can reduce costs and bring improvements to coordination activities | 19 [5,6,14,15,17,23,24,25,39,40,41,42,43,44,45,46,47,50,51]. |
Technical skills | With the introduction of smart, data-driven, and artificial intelligence workplaces, objectives and rules become more explicit, allowing for positive feedback. | 23 [5,6,14,15,17,23,24,25,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51]. |
Digital skills | With the arrival of intelligent workplaces, the use of gamification in collaborative work environments can bring transparency to management process improving decision making. | 12 [14,15,23,24,25,38,39,41,42,43,44,51]. |
Design-Conceptual or Proposal | Empirical Study | ||
---|---|---|---|
Implementation with Evaluation in a Real Environment | Experiment or Quasi-Experiment | ||
Training | [23,45,47] | [15,42,43,44] | [14,40] |
Production planning | [38] | [5,41] | |
Production execution and control | [49] | [5,15,41] | [6,17,24,25,37,39,46,48,50,51] |
Gamification Elements | Articles |
---|---|
Goals and objectives | 23 [5,6,14,15,17,23,24,25,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51]. |
Points, credits, achievements, and rewards | 19 [5,6,14,15,17,23,24,37,39,40,41,42,43,44,45,46,47,50,51]. |
Feedback | 18 [5,6,14,15,17,23,24,25,37,39,40,41,42,43,44,47,48,50]. |
Levels—progress | 13 [5,6,15,17,23,24,25,37,43,44,47,48,49]. |
Competition Leaderboard and Ranking | 13 [5,6,14,15,17,39,40,41,42,43,44,45,46]. |
Metaphorical representation | 10 [6,14,17,38,40,47,48,49,50,51]. |
Collaboration | 7 [6,15,40,42,43,44,47]. |
Challenges and missions | 7 [6,15,43,44,46,47,50]. |
Social elements | 6 [5,6,24,47,48,49,50]. |
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Leite, R.M.C.; Alves, L.R.G.; Cardoso, L.d.S.P.; Neto, H.M.M. How Has Gamification in the Production Sector Been Developed in the Manufacturing and Construction Workplaces? Buildings 2023, 13, 2614. https://doi.org/10.3390/buildings13102614
Leite RMC, Alves LRG, Cardoso LdSP, Neto HMM. How Has Gamification in the Production Sector Been Developed in the Manufacturing and Construction Workplaces? Buildings. 2023; 13(10):2614. https://doi.org/10.3390/buildings13102614
Chicago/Turabian StyleLeite, Regina Maria Cunha, Lynn Rosalina Gama Alves, Larissa da Silva Paes Cardoso, and Hugo Meijon Morêda Neto. 2023. "How Has Gamification in the Production Sector Been Developed in the Manufacturing and Construction Workplaces?" Buildings 13, no. 10: 2614. https://doi.org/10.3390/buildings13102614
APA StyleLeite, R. M. C., Alves, L. R. G., Cardoso, L. d. S. P., & Neto, H. M. M. (2023). How Has Gamification in the Production Sector Been Developed in the Manufacturing and Construction Workplaces? Buildings, 13(10), 2614. https://doi.org/10.3390/buildings13102614