Theoretical Foundation for Industrial Gamification

Publikation: KonferencebidragPaperForskningfagfællebedømt

Standard

Theoretical Foundation for Industrial Gamification. / Konzack, Lars; Højsted, Anders.

2022. 1-11 Paper præsenteret ved ECREA, Aarhus, Danmark.

Publikation: KonferencebidragPaperForskningfagfællebedømt

Harvard

Konzack, L & Højsted, A 2022, 'Theoretical Foundation for Industrial Gamification', Paper fremlagt ved ECREA, Aarhus, Danmark, 19/10/2022 - 22/10/2022 s. 1-11.

APA

Konzack, L., & Højsted, A. (2022). Theoretical Foundation for Industrial Gamification. 1-11. Paper præsenteret ved ECREA, Aarhus, Danmark.

Vancouver

Konzack L, Højsted A. Theoretical Foundation for Industrial Gamification. 2022. Paper præsenteret ved ECREA, Aarhus, Danmark.

Author

Konzack, Lars ; Højsted, Anders. / Theoretical Foundation for Industrial Gamification. Paper præsenteret ved ECREA, Aarhus, Danmark.11 s.

Bibtex

@conference{dea2b57a34d6492389ae089016d7c9d6,
title = "Theoretical Foundation for Industrial Gamification",
abstract = "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{\textquoteright}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{\textquoteright}s persuasive psychology model for nudging is combined with gamification and usability to maintain the new op-timal behavior. ",
keywords = "Det Humanistiske Fakultet, Gamification, Industry, Behavioral Psychology, Persuasive Technology",
author = "Lars Konzack and Anders H{\o}jsted",
year = "2022",
month = oct,
day = "22",
language = "Dansk",
pages = "1--11",
note = "ECREA : 9th European Communication Conference ; Conference date: 19-10-2022 Through 22-10-2022",
url = "https://conferences.au.dk/ecrea2022",

}

RIS

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