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Gamification of a Workday: A Study on the Effects in Sheltered Employment

Published: 07 May 2016 Publication History
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  • Abstract

    Gamification implies the application of methods and design patterns from gaming to non-gaming areas like learning or working. We applied an existing gamification design to production processes in an organization which provides sheltered employment for impaired persons. In contrast to existing work, we investigated not only a short period but a complete workday to measure the effects on the work performance. The study indicates that gamification has (1) a negative effect on workers with considerable cognitive impairments, (2) no significant effect on workers with medium cognitive impairments and (3) a positive effect on workers with mild cognitive impairments.

    References

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    Cited By

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    • (2024)Navigating the Job-Seeking Journey: Challenges and Opportunities for Digital Employment Support in KashmirProceedings of the ACM on Human-Computer Interaction10.1145/36373758:CSCW1(1-28)Online publication date: 26-Apr-2024
    • (2024)Lack of verified Inclusive Technology for Workers with disabilities in industry 4.0: a systematic reviewInternational Journal of Sustainable Engineering10.1080/19397038.2024.232871117:1(1-21)Online publication date: 14-Mar-2024
    • (2024)Supporting Employee Engagement and Knowledge Transfer via Gamification in the Context of Sheltered Workplaces: A Literature Review and Interview StudyUniversal Access in Human-Computer Interaction10.1007/978-3-031-60884-1_7(94-111)Online publication date: 1-Jun-2024
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    Published In

    cover image ACM Conferences
    CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
    May 2016
    3954 pages
    ISBN:9781450340823
    DOI:10.1145/2851581
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 07 May 2016

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    Author Tags

    1. gamification
    2. sheltered work
    3. supported work

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    CHI'16
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    CHI'16: CHI Conference on Human Factors in Computing Systems
    May 7 - 12, 2016
    California, San Jose, USA

    Acceptance Rates

    CHI EA '16 Paper Acceptance Rate 1,000 of 5,000 submissions, 20%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

    View all
    • (2024)Navigating the Job-Seeking Journey: Challenges and Opportunities for Digital Employment Support in KashmirProceedings of the ACM on Human-Computer Interaction10.1145/36373758:CSCW1(1-28)Online publication date: 26-Apr-2024
    • (2024)Lack of verified Inclusive Technology for Workers with disabilities in industry 4.0: a systematic reviewInternational Journal of Sustainable Engineering10.1080/19397038.2024.232871117:1(1-21)Online publication date: 14-Mar-2024
    • (2024)Supporting Employee Engagement and Knowledge Transfer via Gamification in the Context of Sheltered Workplaces: A Literature Review and Interview StudyUniversal Access in Human-Computer Interaction10.1007/978-3-031-60884-1_7(94-111)Online publication date: 1-Jun-2024
    • (2023)How Has Gamification in the Production Sector Been Developed in the Manufacturing and Construction Workplaces?Buildings10.3390/buildings1310261413:10(2614)Online publication date: 17-Oct-2023
    • (2023)Manual assembly learning, disability, and instructions: an industrial experimentInternational Journal of Production Research10.1080/00207543.2023.219595761:22(7903-7921)Online publication date: 11-Apr-2023
    • (2023)A best practice for gamification in large companies: An extensive study focusing inter-generational acceptanceMultimedia Tools and Applications10.1007/s11042-023-16877-783:12(35175-35195)Online publication date: 28-Sep-2023
    • (2022)Current state of research & outlook of gamification for manufacturingJournal of Manufacturing Systems10.1016/j.jmsy.2022.07.00164(303-315)Online publication date: Jul-2022
    • (2022)Gamification: Grundlagen, Methoden und AnwendungsbeispieleDigitale Lernwelten – Serious Games und Gamification10.1007/978-3-658-35059-8_4(43-63)Online publication date: 29-Apr-2022
    • (2021)Dynamic Task Allocation based on Individual Abilities - Experiences from Developing and Operating an Inclusive Assembly Line for Workers With and Without DisabilitiesProceedings of the ACM on Human-Computer Interaction10.1145/34617285:EICS(1-19)Online publication date: 29-May-2021
    • (2019)Gamifying Onboarding: How to Increase Both Engagement and Integration of New EmployeesAdvances in Social and Occupational Ergonomics10.1007/978-3-030-20145-6_1(3-14)Online publication date: 7-Jun-2019
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