Gamification and Industry 4.0: Gamified Smart Manufacturing

· Taylor & Francis
Ebook
118
Pages
Eligible
Ratings and reviews aren’t verified  Learn More

About this ebook

Gamification and Industry 4.0 are two concepts that each in their own right have sparked attention. Gamification as a way to use game elements in non-game activities, and Industry 4.0 as a way to describe how the interconnected digital transformation of operational technologies are changing manufacturing in the 21st Century. Gamification now offers an opportunity to enhance the productivity of manufacturing and improve quality of work life in the process.

Gamification and Industry 4.0 looks at how the transformative shift of production and manufacturing opens up for gamified experiences in the work place. What the industry requires are deeper kinds of gamification, comprehending the knowledge of industrial production, computer applications, game design, learning, and motivational psychology. In order to achieve this, this book offers interdisciplinary expertise from such fields as psychology, management, software engineering, information science, game studies, and industrial production and innovation. The concept of Industry 4.0 and different types of gamifications are discussed in relation to motivation and learning. The book also examines cybersecurity of gamified systems and the potential risks any changes made to digital devices and industrial control systems may cause.

This unique book will be of value to researchers, academics and upper-level students across various fields, but in particular, management and organization studies, production and manufacturing as well as technology and innovation management.

About the author

Lars Konzack is an associate professor in Information Studies at the Department of Communication (COMM) at the University of Copenhagen (UCPH). Konzack has an MA in Information Science and a Ph.D. in educational games from Aarhus University. He is the co-founder of the game developing academy DADIU. His fields of interest are gamification, ludology, imaginary worlds, and digital culture. Konzack has published essays on themes like educational games, role-playing games, video games, and geek culture.

Lars Konzack was the research leader of the AGAVE project, which is a project about gamification of industrial production processes. AGAVE is funded by the Innovation Fund Denmark, and it is a collaboration between the University of Copenhagen, Aalborg University, Novo Nordisk, and BioLean.

Rate this ebook

Tell us what you think.

Reading information

Smartphones and tablets
Install the Google Play Books app for Android and iPad/iPhone. It syncs automatically with your account and allows you to read online or offline wherever you are.
Laptops and computers
You can listen to audiobooks purchased on Google Play using your computer's web browser.
eReaders and other devices
To read on e-ink devices like Kobo eReaders, you'll need to download a file and transfer it to your device. Follow the detailed Help Center instructions to transfer the files to supported eReaders.