Abstract
Gamification is the application of game elements in non-game contexts, and in manufacturing this can be applied on the shopfloor, with intralogistics, and for training. The term “game elements” is commonly used when describing an instance of gamification. In the manufacturing context, “game elements” describe the pieces of an implementation that allow the scenario to be considered gamified. In research, various publications have used differing terms to describe these “game elements,” including mechanisms, components, technology, and various others. Since these terms are not used universally across the field, it is important to develop a framework which describes how these terms relate to one another and how they are defined in relation to gamification. This research aims to review currently used game elements from gamification for manufacturing and to classify the identified game elements more discretely for the gamification community. The resulting framework of this research will serve the gamification community in i) developing a foundation of well-established language and diction used within the field to allow for clear communication and research and ii) providing context for implementing gamification across different scenarios in the manufacturing context.
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Acknowledgements
This work was performed under the following financial assistance award 70NANB20H028 from U.S. Department of Commerce, National Institute of Standards and Technology.
Certain commercial software products are identified in this paper. These products were used only for demonstration purposes. This use does not imply approval or endorsement by NIST, nor does it imply these products are necessarily the best available for the purpose.
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Keepers, M., Nesbit, I., Wuest, T. (2022). The Classification of Game Elements for Manufacturing. In: Kim, D.Y., von Cieminski, G., Romero, D. (eds) Advances in Production Management Systems. Smart Manufacturing and Logistics Systems: Turning Ideas into Action. APMS 2022. IFIP Advances in Information and Communication Technology, vol 664. Springer, Cham. https://doi.org/10.1007/978-3-031-16411-8_52
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DOI: https://doi.org/10.1007/978-3-031-16411-8_52
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