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Gamification of Operational Tasks in Manufacturing A Literature Review

机译:制造文献综述中运营任务的赌博

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Gamification is a growing topic of interest across all industries, including manufacturing. We conducted a literature review to determine the past and current research being conducted in the realm of gamification within manufacturing. We found that significant research is being performed, with growth in recent years. However, our analysis also found that the research is widespread, and not one group of researchers are focused on a niche area for gamification in manufacturing. Gamification in manufacturing research often focuses on three different research areas: knowledge acquisition, training, and operational tasks. Gamification research is conducted in equal parts of in-industry and in-lab settings. Literature reviews, empirical studies, and case studies are commonly used and published, and no specific methodology stands out as being preferred over the other. We found that conducting statistical hypothesis testing is feasible and appropriate when conducting an empirical or case study. Our paper summarizes the analysis by drawing additional conclusions and suggesting future research avenues for other researchers interested in how gamification is and can be incorporated within the manufacturing domain.
机译:博彩是所有行业的兴趣日益增长的话题,包括制造业。我们进行了一个文献综述,以确定在制造业范围内的游戏领域进行的过去和目前研究。我们发现近年来正在进行重大研究。然而,我们的分析还发现该研究普遍存在,而不是一群研究人员专注于制造业的利基地区。制造研究中的游戏经常侧重于三个不同的研究领域:知识获取,培训和运营任务。游戏化研究是在工业中的相同部分和实验室设置中进行的。文学评论,实证研究和案例研究通常使用和公布,并且没有具体方法脱颖而出,因为对另一方的优先突出。我们发现,在进行实证或案例研究时,进行统计假设检测是可行的和适当的。我们的论文通过借阅其他结论和向未来研究人员提出了对游戏化的其他研究人员的研究途径进行了分析,并可以在制造领域内纳入其中。

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