Gamification has the aim of making work lighter and more pleasant. The purpose of this research is to analyze current literature related to the state of the art of gamification process applied to machinery and infrastructure learning in industries. We conduct a literature review defining a search query and applying inclusion and exclusion criteria based on the PRISMA workflow. After reviewing these criteria, we consider 94 papers. Results show that gamification is growing in popularity in a variety of areas also thanks to the recent COVID-19 pandemic that created a need for companies to move to fully online recruitment and training solutions. To address these challenges, organizations are using gamified solutions. We found several application areas such as virtual training environment, gamified e-health, self-management interventions, and holography. Gamification can reach new levels of accessibility, interactivity, and lifestyle integration, facilitated by the use of immersive technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR). The implementation of gamification, however, may also have some downsides, attributed to the potentially high costs to switch to this new approach.

Gamification for Machinery and Infrastructure Learning in Industries: A Review / Fiore, M.; Mongiello, M.. - (2023). (Intervento presentato al convegno 3rd IFSA Winter Conference on Automation, Robotics & Communications for Industry 4.0 / 5.0 (ARCI’ 2023) tenutosi a Chamonix-Mont-Blanc, France nel 22-24 February 2023,).

Gamification for Machinery and Infrastructure Learning in Industries: A Review

M. Fiore;M. Mongiello
2023-01-01

Abstract

Gamification has the aim of making work lighter and more pleasant. The purpose of this research is to analyze current literature related to the state of the art of gamification process applied to machinery and infrastructure learning in industries. We conduct a literature review defining a search query and applying inclusion and exclusion criteria based on the PRISMA workflow. After reviewing these criteria, we consider 94 papers. Results show that gamification is growing in popularity in a variety of areas also thanks to the recent COVID-19 pandemic that created a need for companies to move to fully online recruitment and training solutions. To address these challenges, organizations are using gamified solutions. We found several application areas such as virtual training environment, gamified e-health, self-management interventions, and holography. Gamification can reach new levels of accessibility, interactivity, and lifestyle integration, facilitated by the use of immersive technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR). The implementation of gamification, however, may also have some downsides, attributed to the potentially high costs to switch to this new approach.
2023
3rd IFSA Winter Conference on Automation, Robotics & Communications for Industry 4.0 / 5.0 (ARCI’ 2023)
Gamification for Machinery and Infrastructure Learning in Industries: A Review / Fiore, M.; Mongiello, M.. - (2023). (Intervento presentato al convegno 3rd IFSA Winter Conference on Automation, Robotics & Communications for Industry 4.0 / 5.0 (ARCI’ 2023) tenutosi a Chamonix-Mont-Blanc, France nel 22-24 February 2023,).
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11589/262321
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