dc.contributor.author | Vegt, Niko | |
dc.contributor.author | Visch, Valentijn | |
dc.contributor.author | Vermeeren, Arnold | |
dc.contributor.author | Ridder, Huib de | |
dc.date.accessioned | 2018-09-13T08:44:29Z | |
dc.date.available | 2018-09-13T08:44:29Z | |
dc.date.issued | 2018 | |
dc.identifier.citation | Vegt, N., Visch, V., Vermeeren, A. & Ridder, H. (2018). A case study on gamified interventions for team cohesion in factory work. <em>Human Technology</em>, 14 (2), 176-208. <a href="https://doi.org/10.17011/ht/urn.201808103816">doi:10.17011/ht/urn.201808103816</a> | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/59509 | |
dc.description.abstract | In this article, we aim to provide insights into the design and implementation of
game elements for teamwork on the work floor and to study their effect. Inventing games to
break monotonous jobs is a long-standing practice, yet conscious implementation of
motivational elements of games at work is a recent phenomenon. Generally, gamification is
used to enhance individual performance; it may be effective in enhancing teamwork as
well. We developed game elements aimed at team cohesion and examined the effect of
two gamified interventions (team performance feedback and personal profiles) on team
cohesion in a factory. Results suggest that the interventions mainly raised attention
toward the aspects of the work that were explicitly addressed. Team performance
feedback led to increased task commitment and perceived team performance, while
personal profiles increased nonwork-related conversations among team members. We
conclude with lessons learned regarding the development and study of gamified
interventions for teams on the work floor. | en |
dc.format.mimetype | application/pdf | |
dc.language.iso | eng | |
dc.publisher | University of Jyväskylä | |
dc.relation.ispartofseries | Human Technology: An Interdisciplinary Journal on Humans in ICT Environments | |
dc.rights | CC BY-NC 4.0 | |
dc.subject.other | gamification | |
dc.subject.other | team cohesion | |
dc.subject.other | applied design research | |
dc.subject.other | factory operators | |
dc.title | A case study on gamified interventions for team cohesion in factory work | |
dc.type | article | |
dc.identifier.urn | URN:NBN:fi:jyu-201808103816 | |
dc.type.uri | http://purl.org/eprint/type/JournalArticle | |
dc.identifier.doi | 10.17011/ht/urn.201808103816 | |
dc.date.updated | 2018-09-13T08:44:30Z | |
dc.type.coar | journal article | |
dc.description.reviewstatus | peerReviewed | |
dc.format.pagerange | 176-208 | |
dc.relation.issn | 1795-6889 | |
dc.relation.numberinseries | 2 | |
dc.relation.volume | 14 | |
dc.type.version | publishedVersion | |
dc.rights.copyright | ©2018 Niko Vegt, Valentijn Visch, Arnold Vermeeren, & Huib de Ridder, and the
Open Science Centre, University of Jyväskylä | |
dc.rights.accesslevel | openAccess | |
dc.format.content | fulltext | |
dc.rights.url | https://creativecommons.org/licenses/by-nc/4.0/ | |