Gamification applied in industry to create engagement
Reference number | |
Coordinator | SICS Swedish ICT Västerås AB |
Funding from Vinnova | SEK 2 500 000 |
Project duration | March 2016 - December 2016 |
Status | Completed |
Important results from the project
Gamification is the process using design elements from games in another domain to create engagement. This pilot will see how Gamification can be applied in industry. Why would that be interesting? - To get the next generation of people to want to work in the industry. - Utilize the skills and experience of the next generation. - To change what is today called the industry room of boredom to a place where people want to work. The pilot has been striving to reach the targeted and has delivered five prototypes that meet the objective, of these five results from two goes into product development 2017.
Expected long term effects
Five prototypes, with the goal to: - Get the next generation people to want to work in the industry. - Utilize the skills and experience the next generation. - Change what is today called the industry room of boredom to a place where people want to work. For example one prototype make routine tasks more engaging, one system for competence sharing and best practise, and one increasing operators´ health in control room. Parts of the prototype into products, the project has also led to new collaborations and new suppliers to the industry.
Approach and implementation
The prototypes show how design elements from games and how game thinking can be applied to create more engaging solutions in industry. The project has resulted in: - new products - new suppliers to the industry - new partnerships. The project consists of three main players, each of which is responsible for the respective work packages with the same goal: - SICS has been responsible for user studies and delivered three prototypes (one to be a new product). - ABB has developed a gamified solution for competence sharing. - CGM has gamified a product Operator Activity Cloud.