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

dc.contributor.authorPalmquist, Adam
dc.date.accessioned2020-12-24T19:15:36Z
dc.date.available2020-12-24T19:15:36Z
dc.date.issued2021-01-05
dc.description.abstractThis 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.
dc.format.extent10 pages
dc.identifier.doi10.24251/HICSS.2021.166
dc.identifier.isbn978-0-9981331-4-0
dc.identifier.urihttp://hdl.handle.net/10125/70778
dc.language.isoEnglish
dc.relation.ispartofProceedings of the 54th Hawaii International Conference on System Sciences
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectGamification
dc.subjectadult education
dc.subjectcorporate training
dc.subjectgamification
dc.subjectindustry 4.0
dc.subjectlifelong learning
dc.titleLost in translation: A study of (mis)conceptions, (mis)communication and concerns when implementing gamification in corporate (re)training
prism.startingpage1375

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