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The challenges of gamification in the age of Industry 4.0. Focusing on man in future machine-driven working environments

: Schuldt, Jacqueline; Friedemann, Susanne


Institute of Electrical and Electronics Engineers -IEEE-; Institute of Electrical and Electronics Engineers -IEEE-, Region Europe, Middle East, Africa:
IEEE Global Engineering Education Conference, EDUCON 2017. Proceedings : 25-28 April 2017, Athens, Greece
Piscataway, NJ: IEEE, 2017
ISBN: 978-1-5090-5467-1
ISBN: 978-1-5090-5466-4
ISBN: 978-1-5090-5468-8
Global Engineering Education Conference (EDUCON) <8, 2017, Athens>
Fraunhofer IDMT ()

Industry 4.0 integrates production methods with state-of-the-art information and communication technology. The mainspring behind this development is the rapidly increasing digitization of the economy and society. It is influencing the future of manufacturing and work worldwide: smart factories are now determining the fourth industrial revolution. The technological foundation is supported by intelligent, digitally networked systems that will make largely self-managing production processes possible: Industry 4.0 focuses on the intelligent, horizontal and vertical networking of people, machines, objects and ICT systems for dynamic management of complex systems to make manufacturing more efficient and flexible. This paper is devoted to the area of gamification in the context of Industry 4.0 and education. A general classification and description of gamification sketches the question: Why is gamification particularly important in Industry 4.0 applications and what challenges are worth of being observed when introducing gamification. Acceptance and motivation to use the new-leaded technology or new processes can be promoted by appropriate forms of employee involvement in the various phases of the introduction process and resistance can be minimized. Gamification offers possibilities to involve employees in this fourth industrial revolution. In this paper we argue to take different perspectives into account when implementing gamification in the context of Industry 4.0. We first outline a general classification and description of gamification, subsequently we describe why gamification is important for industry and education. Finally, we discuss challenges in the introduction of gamification and conclude with bundled guidance and recommendations for the integration of gamification.