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Leveraging Gamification in Industry 5.0: Tailored Solutions for Workplace' Employees

Título
Leveraging Gamification in Industry 5.0: Tailored Solutions for Workplace' Employees
Tipo
Artigo em Livro de Atas de Conferência Internacional
Ano
2024
Autores
Cónego, L
(Autor)
Outra
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Pinto, J
(Autor)
Outra
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Ata de Conferência Internacional
Páginas: 1769-1778
5th International Conference on Industry 4.0 and Smart Manufacturing (ISM)
Lisbon, PORTUGAL, NOV 22-24, 2023
Outras Informações
ID Authenticus: P-010-9A0
Abstract (EN): The rapid advancement of technology in Industry 4.0 (I4.0) led to the widespread use of cutting-edge technologies like Virtual Reality (VR) and Augmented Reality (AR). However, with Industry 5.0 (I5.0), comes a paradigm shift that emphasizes the importance of human well-being to establish a stronger sense of connection and purpose for employees. In this endeavour, gamification has emerged as a powerful tool, showing great potential in engaging, motivating, and empowering employees. This research paper aims to investigate the potential of gamification within the workplace and addresses three main research questions. Firstly, the study explores the prevalent equipment or devices used by organizations that implement gamification, and the relationship with the success of gamification strategies. Secondly, it examines how employees' age influences their perceptions of gamification's potential and their willingness to embrace its implementation. Lastly, this research investigates the relationship between employee satisfaction - with the implemented gamification strategy - and their participation in the design process. The study adopts a survey-based methodology, gathering data from 23 participants through a convenient sampling approach. Quantitative data analysis is conducted using Microsoft Excel, while qualitative data analysis is performed using NVivo. The findings explore the interrelationships between gamification, technology usage, age, employee satisfaction, and participation in the design process, highlighting the prevalence of computers, tablets, and mobile devices as the primary tools in gamification experiences. Moreover, the study emphasizes how employees' age influences their perceptions of gamification and reveals a positive relationship between employee satisfaction and participation in the design process. These findings underscore the potential of gamification in enhancing collaboration, learning, and employee well-being, and ultimately driving organizational success in the I5.0 era. (c) 2023 The Authors. Published by ELSEVIER B.V.
Idioma: Inglês
Tipo (Avaliação Docente): Científica
Nº de páginas: 10
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