Please use this identifier to cite or link to this item: http://hdl.handle.net/10125/70778

Lost in translation: A study of (mis)conceptions, (mis)communication and concerns when implementing gamification in corporate (re)training

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Title:Lost in translation: A study of (mis)conceptions, (mis)communication and concerns when implementing gamification in corporate (re)training
Authors:Palmquist, Adam
Keywords:Gamification
adult education
corporate training
gamification
industry 4.0
show 1 morelifelong learning
show less
Date Issued:05 Jan 2021
Abstract:This exploratory study concerns companies in the manufacturing industry that consider implementing gamification in their online training to satisfy the accelerating demand for workforce upskilling. Through participation in different gamification design workshops with a gamification studio and its clients, this study aims to identify what topics are discussed and should be considered when designing a gamified solution for training in the manufacturing industry. The study raises the propositions that gamification needs 1) a more robust definition in business to business exchange; 2) a better explanation of how performance outweighs effort; 3) consideration of the senior users and/or the social norms that exist in the manufacturing industry.
Pages/Duration:10 pages
URI:http://hdl.handle.net/10125/70778
ISBN:978-0-9981331-4-0
DOI:10.24251/HICSS.2021.166
Rights:Attribution-NonCommercial-NoDerivatives 4.0 International
https://creativecommons.org/licenses/by-nc-nd/4.0/
Appears in Collections: Gamification


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