Thematic Section - Present and Future of Production Engineering

Prospects for using gamification in Industry 4.0

Ana Carla Bittencourt Reis; Everaldo Silva Júnior; Brenda Baumann Gewehr; Mateus Halbe Torres

Downloads: 0
Views: 20


Abstract: Paper aims: This study aims to analyze the main applications of gamification in the industry, identifying its benefits and challenges, and to understand how game techniques are impacting the formation of engineers. Finally, the main perspectives of the use of gamification in the Industry 4.0 are presented.

Originality: The scientific literature was analyzed to infer practical applications, challenges, benefits and perspectives that can guide the implementation of gamification in Industry 4.0, aiming to help professionals and researchers to take better advantage of this approach and propel this new phase of the industry.

Research method: A literature review was conducted on the use of gamification in the industry.

Main findings: In this article, eleven aspects that must be taken into consideration during the application of gamification in the industries were observed. Five perspectives/situations of Gamification use were raised, namely: in the servitization; in learning and training; as a tool to increase intrinsic motivation; introducing new technologies and products; and innovation and flexibility.

Implications for theory and practice: This study systematically brings together the main approaches to gamification and its applications in the current industry scenario. In addition, this work contributes to the process of designing and implementing gamification in the industry.


Manufacture. Learning. Application. Literature review. Intrinsic motivation.


Alhammad, M. M., & Moreno, A. M. (2018). Gamification in software engineering education: a systematic mapping. Journal of Systems and Software, 141, 131-150.

Andrews, D., Dmitrijeva, J., Bigdeli, A. Z., & Baines, T. (2018). Snakes and ladders in servitization: using a game to capture inhibitors and enablers of transformation. Research Technology Management, 61(6), 37-47.

Andrews, D., Petridis, P., Baines, T., Ziaee Bigdeli, A., Shi, V. G., Baldwin, J., & Ridgway, K. (2017). Gamification to engage manufacturers with servitization. In Advances in Manufacturing Technology XXXI: Proceedings of the 15th International Conference on Manufacturing Research, Incorporating the 32nd National Conference on Manufacturing Research (Vol. 5, pp. 195-200). London: University of Greenwich.

Baena, F., Guarin, A., Mora, J., Sauza, J., & Retat, S. (2017). Learning factory: the path to industry 4.0. Procedia Manufacturing, 9, 73-80.

Bennett, R., & Vijaygopal, R. (2018). Consumer attitudes towards electric vehicles: effects of product user stereotype and self-image congruence. European Journal of Marketing, 52(3-4), 499-527.

Bigdeli, A. Z., & Baines, T. (2017). Organisational transformation towards servitization. In Proceedings of the 6th Spring Servitization Conference (pp. 267-274). Birmingham: Aston Business School, Aston University.

Borrego, M., Foster, M. J., & Froyd, J. E. (2014). Systematic literature reviews in engineering education and others developing interdisciplinary fields. Journal of Engineering Education, 103(1), 45-76.

Bustinza, O. F., Bigdeli, A. Z., Baines, T., & Elliot, C. (2015). Servitization and competitive advantage: the importance of organizational structure and value chain position. Research Technology Management, 58(5), 53-60.

Cameron, J., & Pierce, W. D. (1994). Reinforcement, reward, and intrinsic motivation: a meta-analysis. Review of Educational Research, 64(3), 363-423.

Cano, J. L., Lidon, I., & Rebollar, R. (2008). Learning Project Management through working for real clients. International Journal of Engineering Education, 24(6), 1199-1209.

Cano, J. L., Lidon, I., Rebollar, R., Roman, P., & Saenz, M. J. (2006). Student groups solving real-life projects a case study of experiential learning. International Journal of Engineering Education, 22(6), 1252-1260.

Cerezo-Narváez, A., Córdoba-Roldán, A., Pastor-Fernández, A., Aguayo-González, F., Otero-Mateo, M., & Ballesteros-Pérez, P. (2019). Training competences in industrial risk prevention with Lego® Serious Play®: a case study. Safety, 5(4), 81.

Dale, S. (2014). Gamification: making work fun, or making fun of work? Business Information Review, 31(2), 82-90.

Deshpande, A. A., & Huang, S. H. (2011). Simulation games in engineering education: a state-of-the-art review. Computer Applications in Engineering Education, 19(3), 399-410.

Despeisse, M. (2018). Teaching sustainability leadership in manufacturing : a reflection on the educational benefits of the board game Factory Heroes. Procedia CIRP, 69, 621-626.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011a, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). New York: ACM.

Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011b). Gamification: toward a definition. In CHI Gamification Workshop Proceedings (pp. 12-15). Vancouver: ACM.

Donatiello, L., Morotti, E., Marfia, G., & Di Vaio, S. (2018). Exploiting immersive virtual reality for fashion gamification. In Proceedings of the 2018 IEEE 29th Annual International Symposium on Personal, Indoor and Mobile Radio Communications (PIMRC) (pp. 17-21). Piscataway: IEEE.

Feltham, F., Vetere, F., & Wensveen, S. (2007). Designing tangible artefacts for playful interactions and dialogues. In Proceedings of the 2007 Conference on Designing Pleasurable Products and Interfaces (pp. 61-75). New York: ACM.

Fischer, T. C. (2017). Gamification and affordances: how do new affordances lead to gamification in a business intelligence system? Communications in Computer and Information Science, 748, 310-320.

Gebauer, H., & Friedli, T. (2005). Behavioral implications of the transition process from products to services. Journal of Business and Industrial Marketing, 20(2), 70-78.

Gilotta, S., Spada, S., & Ghibaudo, L. (2019). A technology corner for operator training in manufacturing tasks (Vol. 2). Cham: Springer International Publishing.

Günthner, W. A., Klevers, M., & Sailer, M. (2015). Gamification in der Intralogistik: prozesse spielerisch verbessern. München: Technische Universität München.

Habash, R., & Suurtamm, C. (2010). Engaging high school and engineering students: a multifaceted outreach program based on a mechatronics platform. IEEE Transactions on Education, 53(1), 136-143.

Hauge, J. M. B., Stănescu, I. A., Carvalho, M. B., Stefan, A., Banica, M., & Lim, T. (2015, August). Integrating gamification in mechanical engineering systems to support knowledge processes. In Proceedings of the ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. New York: American Society of Mechanical Engineers.

Hauge, J. M. B., Wiesner, S., Stefan, I. A., Stefan, A., & Thoben, K. D. (2016, September). Applying gamification for developing formal knowledge models: challenges and requirements. In IFIP International Conference on Advances in Production Management Systems (pp. 713-720). Cham: Springer.

Heeter, C., Lee, Y. H., Medler, B., & Magerko, B. (2011, August). Beyond player types: gaming achievement goal. In ACM SIGGRAPH 2011 Game Papers (pp. 7). New York: ACM.

Hurst, W., Shone, N., Tully, D., Shi, Q., Chalmers, C., Hulse, J., & O’Hare, D. (2019). Developing a productivity accelerator platform to support UK businesses in the industry 4.0 revolution. In Proceedings of the Third International Congress on Information and Communication Technology (pp. 517-525). Singapore: Springer.

Kampker, A., Deutskens, C., Deutschmann, K., Maue, A., & Haunreiter, A. (2014). Increasing ramp-up performance by implementing the gamification approach. Procedia CIRP, 20, 74-80.

Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer.

Korn, O., Muschick, P., & Schmidt, A. (2017). Gamification of production? A study on the acceptance of gamified work processes in the automotive industry. In W. J. Chung & C. S. Shin (Eds.), Advances in affective and pleasurable design (pp. 433-445). Cham: Springer.

Leal, F., Martins, P. C., Torres, A. F., Queiroz, J. A., & Montevechi, J. A. B. (2017). Learning lean with lego: developing and evaluating the efficacy of a serious game. Production, 27(spe), e20162227.

Lee, J., Kim, J., Seo, K., Roh, S., Jung, C., Lee, H., Shin, J., Choi, G., & Ryu, H. (2016). A case study in an automotive assembly line: exploring the design framework for manufacturing gamification. In C. Schlick & S. Trzcieliński (Eds.), Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future (pp. 305-317). Cham: Springer.

Leite, R. M. C., Costa, D. B., Morêda Neto, H. M., & Durão, F. A. (2016). Gamification technique for supporting transparency on construction sites: a case study. Engineering, Construction, and Architectural Management, 23(6), 801-822.

Lessel, P., Altmeyer, M., Müller, M., Wolff, C., & Krüger, A. (2016, May). Don’t whip me with your games: investigating bottom-up gamification. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 2026-2037). New York: ACM.

Lithoxoidou, E., Doumpoulakis, S., Tsakiris, A., Ziogou, C., Krinidis, S., Paliokas, I., Ioannidis, D., Votis, K., Voutetakis, S., Elmasllari, E., & Tzovaras, D. (2020). A novel social gamified collaboration platform enriched with shop-floor data and feedback for the improvement of the productivity, safety and engagement in factories. Computers & Industrial Engineering, 139, 105691.

Liu, M., Huang, Y., & Zhang, D. (2018). Gamification’s impact on manufacturing: enhancing job motivation, satisfaction and operational performance with smartphone-based gamified job design. Human Factors and Ergonomics in Manufacturing & Service Industries, 28(1), 38-51.

Mariano, A. M., & Rocha, M. S. (2017). Revisão da literatura: apresentação de uma abordagem integradora. In XXVI Congreso Internacional AEDEM: Economy, Business and Uncertainty: Ideas for a European and Mediterranean Industrial Policy. Reggio Calabria, Italia: AEDEM International.

Marinho, M. T., Rodrigues, J. S., Zambon, K. L., & Crepaldi, A. F. (2017). Distance learning for training business game tutors. Production, 27(spe), e20162218.

Markopoulos, A. P., Fragkou, A., Kasidiaris, P. D., & Davim, J. P. (2015). Gamification in engineering education and professional training. International Journal of Mechanical Engineering Education, 43(2), 118-131.

Monchatre, S. (2007). From careers to itineraries... all the way through the notion of competence. Sociologie du Travail, 49(4), 472-488.

Morêda Neto, H., Leite, R. M., Costa, D. B., & Durão, F. (2014). Visual communication panels for production control using gamification techniques. In Proceedings of the 22nd Annual Conference of the International Group for Lean Construction: Understanding and Improving Project Based Production. Oslo: IGLC.

Müller, B. C., Reise, C., & Seliger, G. (2015). Gamification in factory management education: a case study with Lego Mindstorms. Procedia CIRP, 26, 121-126.

Müller, B. C., Reise, C., Duc, B. M., & Seliger, G. (2016). Simulation-games for learning conducive workplaces: a case study for manual assembly. Procedia CIRP, 40, 353-358.

Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. In Proceedings of Games+Learning+Society (GLS) (Vol. 8). Madison: Games+Learning+Society.

Niesenhaus, J. (2013). Industry 4.0: gamification in the area of industrial production. Retrieved in 2019, July 26, from

Niesenhaus, J. (2014). Gamification: Kritische Betrachtung in den Medien. Retrieved in 2019, July 26, from

Panthalookaran, V. (2018). Gamification of physics themes to nurture engineering professional and life skills. In Proceedings of the IEEE Global Engineering Education Conference (pp. 931-939). Piscataway: IEEE.

Paravizo, E., Chaim, O. C., Braatz, D., Muschard, B., & Rozenfeld, H. (2018). Exploring gamification to support manufacturing education on industry 4.0 as an enabler for innovation and sustainability. Procedia Manufacturing, 21, 438-445.

Peterson, F., Hartmann, T., Fruchter, R., & Fischer, M. (2011). Teaching construction project management with BIM support: experience and lessons learned. Automation in Construction, 20(2), 115-125.

Potente, T., Varandani, R., & Prote, J. P. (2013). Gamification in management decisions: Judging global production networks in a cyber-physical way. Advanced Materials Research, 769, 327-334.

Prince, M. J., & Felder, R. M. (2006). Inductive teaching and learning methods: definitions, comparisons, and research base. Journal of Engineering Education, 95(2), 123-138.

Reis, A. C. B., Barbalho, S. C. M., & Zanette, A. C. D. (2017). A bibliometric and classification study of Project-based Learning in Engineering Education. Production, 27(spe), e20162258.

Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2016). Game on: engaging customers and employees through gamification. Business Horizons, 59(1), 29-36.

Roh, S., Seo, K., Lee, J., Kim, J., Ryu, H. B., Jung, C., Lee, H., & Shin, J. (2016). Goal-based manufacturing gamification: bolt tightening work redesign in the automotive assembly line. In C. Schlick & S. Trzcieliński (Eds.), Advances in ergonomics of manufacturing: managing the enterprise of the future (pp. 293-304).

Sailer, M. (2016). Die wirkung von gamification auf motivation und leistung. Wiesbaden: Springer.

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380.

Schlemmer, E., & Marson, F. (2013, June). Immersive learning: metaversos e jogos digitais na educação. In Proceedings of the 8th Iberian Conference on Information Systems and Technologies (CISTI) (pp. 1-7). Piscataway: IEEE.

Schuldt, J., & Friedemann, S. (2017). The challenges of gamification in the age of Industry 4. 0 focusing on man in future machine-driven working environments. In Proceedings of the 2017 IEEE Global Engineering Education Conference (pp. 1622-1630). Piscataway: IEEE.

Shi, V. G., Baines, T., Baldwin, J., Ridgway, K., Petridis, P., Bigdeli, A. Z., Uren, V., & Andrews, D. (2017). Using gamification to transform the adoption of servitization. Industrial Marketing Management, 63, 82-91.

Shyam Nivedhan, S., & Priyadarshini, R. G. (2018). Gamification elements used in employee retention and enhancing employee productivity. IOP Conference Series: Materials Science and Engineering, 390(1), 12-39.

Silva Júnior, E., Reis, A. C. B., Mariano, A. M., Barros, L. B., Moysés, D. A., & Silva, C. M. A. (2019). Systematic literature review of Gamification and Game-based Learning in the context of Problem and Project Based Learning approaches. In PAEE/ALE’2019: 11th International Symposium on Project Approaches in Engineering Education (PAEE) and 16th Active Learning in Engineering Education Workshop (ALE). Hammamet, Tunisia: PAEE Association.

Skinner, B. F. (1990). The behavior of organisms: an experimental analysis. Cambridge: BF Skinner Foundation.

Sousa, R. M., Stadnicka, D., Dinis-Carvalho, J., Ratnayake, R. M. C., & Isoherranen, V. (2016). Gamification based lean knowledge dissemination: a case study. In Proceedings of the 2016 IEEE International Conference on Industrial Engineering and Engineering Management (pp. 164-168). Piscataway: IEEE.

Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: a systematic review of the literature. Computers in Human Behavior, 87, 192-206.

Taajamaa, V., Kirjavainen, S., Repokari, L., Sjöman, H., Utriainen, T., & Salakoski, T. (2013). Dancing with Ambiguity Design thinking in interdisciplinary engineering education. In Proceedings of the 2013 IEEE Tsinghua International Design Management Symposium. Piscataway: IEEE.

Tran, N., & Nathan, M. (2010). Pre-college engineering studies: An Investigation of the relationship between pre-college engineering studies and student achievenment in science and mathematics. Journal of Engineering Education, 92(2), 143-157.

Tseng, T.-L. B., Akundi, A., Saavedra, J. A., & Smith, E. D. (2016). A comparative study of teaching lean manufacturing via hands-on and computer-aided simulation. In Proceedings of the 2016 ASEE Annual Conference & Exposition Proceedings. Washington: ASEE.

Vieira, E. S., & Gomes, J. A. N. F. (2009). A comparison of Scopus and Web of Science for a typical university. Scientometrics, 81(2), 587-600.

Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2014). Teaching case of gamification and visual technologies for education. Journal of Cases on Information Technology, 16(4), 38-57.

Wang, W. M., Wolter, L., Lindow, K., & Stark, R. (2015). Graphical visualization of sustainable manufacturing aspects for knowledge transfer to public audience. Procedia CIRP, 26, 58-63.

5eb59e2d0e8825e038fd124c production Articles
Links & Downloads


Share this page
Page Sections