Theoretical Foundation for Industrial Gamification
Publikation: Konferencebidrag › Paper › Forskning › fagfællebedømt
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Theoretical Foundation for Industrial Gamification. / Konzack, Lars; Højsted, Anders.
2022. 1-11 Paper præsenteret ved ECREA, Aarhus, Danmark.Publikation: Konferencebidrag › Paper › Forskning › fagfællebedømt
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TY - CONF
T1 - Theoretical Foundation for Industrial Gamification
AU - Konzack, Lars
AU - Højsted, Anders
PY - 2022/10/22
Y1 - 2022/10/22
N2 - This paper examines a potential theoretical framework for industrial gamification. The case plant in our industrial gamification project is described, including the current state of education of industrial operators and the associated issues. The various definitions of gamification is examined and combined into a definition of Industrial Gamification as: the use of game design elements in industrial produc-tion and the process of making industrial production more game-like. After a short review of the sources on industrial gamification, a theoretical framework for industrial gamification is described to address the issues at the case plant. Daniel Kahneman’s behavioral theory of System 1 & System 2 behavior is combined with game challenges & game rewards to shift the operators from a sub-optimal to an optimal management behavior. B.J. Fogg’s persuasive psychology model for nudging is combined with gamification and usability to maintain the new op-timal behavior.
AB - This paper examines a potential theoretical framework for industrial gamification. The case plant in our industrial gamification project is described, including the current state of education of industrial operators and the associated issues. The various definitions of gamification is examined and combined into a definition of Industrial Gamification as: the use of game design elements in industrial produc-tion and the process of making industrial production more game-like. After a short review of the sources on industrial gamification, a theoretical framework for industrial gamification is described to address the issues at the case plant. Daniel Kahneman’s behavioral theory of System 1 & System 2 behavior is combined with game challenges & game rewards to shift the operators from a sub-optimal to an optimal management behavior. B.J. Fogg’s persuasive psychology model for nudging is combined with gamification and usability to maintain the new op-timal behavior.
KW - Det Humanistiske Fakultet
KW - Gamification
KW - Industry
KW - Behavioral Psychology
KW - Persuasive Technology
UR - https://conferences.au.dk/fileadmin/conferences/2022/ECREA/FINAL_Electronic_booklet_ECREA.pdf
M3 - Paper
SP - 1
EP - 11
T2 - ECREA
Y2 - 19 October 2022 through 22 October 2022
ER -
ID: 344908109