TY - GEN
T1 - Goal-based manufacturing gamification
T2 - International Conference on Human Aspects of Advanced Manufacturing, HAAMAHA 2016
AU - Roh, Seunghwan
AU - Seo, Kyoungwon
AU - Lee, Jiyoung
AU - Kim, Jihyo
AU - Ryu, Hokyoung Blake
AU - Jung, Changho
AU - Lee, Hyunwoo
AU - Shin, Jongho
N1 - Publisher Copyright:
© Springer International Publishing Switzerland 2016.
PY - 2016
Y1 - 2016
N2 - Recent productivity-oriented technologies (e.g., industrial robots, assistive wearable tools) have more focused on production capacity rather than workers roles and experiences in the manufacturing process, and as a consequence, task have become simple and repetitive which is detrimental for work motivation. Researches have been conducted to improve worker’s motivation and experience during this monotonous work (e.g., bolt tightening), and gamification has got attention as a useful way to improve worker’s intrinsic motivation by augmenting playful goal and feedback to previous demotivating context. The present study aims at examining the effect of gamification for improving the worker’s flow and emotional experience which are related with intrinsic motivation in the workplace. An empirical study was carried out by five participants. They were instructed to tighten bolts in three different interface conditions (e.g., default condition; reactive condition; and gamification condition). During the task, their flow level and emotional state were assessed by experience sampling method (ESM). The benefits of the manufacturing gamification in the worker’s flow experience and positive emotion are also discussed.
AB - Recent productivity-oriented technologies (e.g., industrial robots, assistive wearable tools) have more focused on production capacity rather than workers roles and experiences in the manufacturing process, and as a consequence, task have become simple and repetitive which is detrimental for work motivation. Researches have been conducted to improve worker’s motivation and experience during this monotonous work (e.g., bolt tightening), and gamification has got attention as a useful way to improve worker’s intrinsic motivation by augmenting playful goal and feedback to previous demotivating context. The present study aims at examining the effect of gamification for improving the worker’s flow and emotional experience which are related with intrinsic motivation in the workplace. An empirical study was carried out by five participants. They were instructed to tighten bolts in three different interface conditions (e.g., default condition; reactive condition; and gamification condition). During the task, their flow level and emotional state were assessed by experience sampling method (ESM). The benefits of the manufacturing gamification in the worker’s flow experience and positive emotion are also discussed.
KW - Emotional experience
KW - Flow experience
KW - Intrinsic motivation
KW - Manufacturing gamification
UR - https://www.scopus.com/pages/publications/84986255624
U2 - 10.1007/978-3-319-41697-7_26
DO - 10.1007/978-3-319-41697-7_26
M3 - Conference contribution
AN - SCOPUS:84986255624
SN - 9783319416960
T3 - Advances in Intelligent Systems and Computing
SP - 293
EP - 304
BT - Advances in Ergonomics of Manufacturing
A2 - Trzcieliński, Stefan
A2 - Schlick, Christopher
PB - Springer Verlag
Y2 - 27 July 2016 through 31 July 2016
ER -