How Has Gamification in the Production Sector Been Developed in the Manufacturing and Construction Workplaces?

Author:

Leite Regina Maria Cunha12ORCID,Alves Lynn Rosalina Gama34,Cardoso Larissa da Silva Paes4ORCID,Neto Hugo Meijon Morêda2

Affiliation:

1. Department of Civil Construction, Federal Institute of Bahia, Salvador 40301015, Brazil

2. GCIS Research Group—Federal Institute of Bahia, Salvador 40301015, Brazil

3. Institute of Humanities, Federal University of Bahia, Salvador 40170115, Brazil

4. SENAI CIMATEC University Center, Salvador 41650010, Brazil

Abstract

This paper investigates how gamification in the workplace has developed from 2016 to 2023 in the production sector and what ethical safeguards have been adopted. The paper presents a state-of-the-art Systematic Literature Review (SRL) performed in the Scopus and Web of Science databases to identify empirical studies involving the adoption of gamification solutions in the manufacturing and construction industries. Twenty-three articles were found and examined regarding the problems evidenced in each workplace, the methodological perspective, the gamification elements considered, the reported psychological and organizational impacts, and the ethical aspects of the research. The SRL highlighted two research gaps: the lack of ethical discussion around the gamification of workplaces and the lack of gamification applications in the construction industry. Only four studies mention ethical issues concerning the participants, and only four studies are related to construction. On the other hand, there is a tendency to use collaborative platforms to share knowledge and increase engagement.

Funder

Centro Universitario SENAI CIMATEC

Publisher

MDPI AG

Subject

Building and Construction,Civil and Structural Engineering,Architecture

Reference58 articles.

1. Burke, B. (2016). Gamify: How Gamification Motivates People to do Extraordinary Things, Routledge.

2. Bohnenberger, H. (2018). Inserção de Aplicativos e Gamificação nos Processos de Gestão. [Ph.D. Thesis, Instituto Politécnico de Leiria].

3. Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun?;Mitchell;J. Bus. Res.,2020

4. Morêda Neto, H., Leite, R., Costa, D., and Durão, F. (2014, January 25–27). Visual communication panels for production control using gamification techniques. Proceedings of the 22nd Anual Conference of the International Group for Lean Construction, Oslo, Norway.

5. Gamification technique for supporting transparency on construction sites: A case study;Costa;Eng. Constr. Archit. Manag.,2016

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