Prospects for using gamification in Industry 4.0

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....

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Main Authors: Ana Carla Bittencourt Reis, Everaldo Silva Júnior, Brenda Baumann Gewehr, Mateus Halbe Torres
Format: Article
Language:English
Published: Associação Brasileira de Engenharia de Produção (ABEPRO) 2020-05-01
Series:Production
Subjects:
Online Access:http://www.scielo.br/scielo.php?script=sci_arttext&pid=S0103-65132020000100705&tlng=en
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author Ana Carla Bittencourt Reis
Everaldo Silva Júnior
Brenda Baumann Gewehr
Mateus Halbe Torres
author_facet Ana Carla Bittencourt Reis
Everaldo Silva Júnior
Brenda Baumann Gewehr
Mateus Halbe Torres
author_sort Ana Carla Bittencourt Reis
collection DOAJ
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.
format Article
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institution DOAJ
issn 1980-5411
language English
publishDate 2020-05-01
publisher Associação Brasileira de Engenharia de Produção (ABEPRO)
record_format Article
series Production
spelling doaj-art-eeaa673efef04587abd4b8f4e8a6a4fb2025-08-20T03:06:00ZengAssociação Brasileira de Engenharia de Produção (ABEPRO)Production1980-54112020-05-013010.1590/0103-6513.20190094Prospects for using gamification in Industry 4.0Ana Carla Bittencourt Reishttps://orcid.org/0000-0002-2141-8997Everaldo Silva Júniorhttps://orcid.org/0000-0002-2832-9516Brenda Baumann Gewehrhttps://orcid.org/0000-0002-3301-3743Mateus Halbe Torreshttps://orcid.org/0000-0002-6952-975XAbstract 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.http://www.scielo.br/scielo.php?script=sci_arttext&pid=S0103-65132020000100705&tlng=enManufacture. Learning. Application. Literature review. Intrinsic motivation.
spellingShingle Ana Carla Bittencourt Reis
Everaldo Silva Júnior
Brenda Baumann Gewehr
Mateus Halbe Torres
Prospects for using gamification in Industry 4.0
Production
Manufacture. Learning. Application. Literature review. Intrinsic motivation.
title 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_short Prospects for using gamification in Industry 4.0
title_sort prospects for using gamification in industry 4 0
topic Manufacture. Learning. Application. Literature review. Intrinsic motivation.
url http://www.scielo.br/scielo.php?script=sci_arttext&pid=S0103-65132020000100705&tlng=en
work_keys_str_mv AT anacarlabittencourtreis prospectsforusinggamificationinindustry40
AT everaldosilvajunior prospectsforusinggamificationinindustry40
AT brendabaumanngewehr prospectsforusinggamificationinindustry40
AT mateushalbetorres prospectsforusinggamificationinindustry40