Advertisement

Goal-Based Manufacturing Gamification: Bolt Tightening Work Redesign in the Automotive Assembly Line

  • Seunghwan Roh
  • Kyoungwon Seo
  • Jiyoung Lee
  • Jihyo Kim
  • Hokyoung Blake RyuEmail author
  • ChangHo Jung
  • HyunWoo Lee
  • JongHo Shin
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 490)

Abstract

Recent productivity-oriented technologies (e.g., industrial robots, assistive wearable tools) have more focused on production capacity rather than workers roles and experiences in the manufacturing process, and as a consequence, task have become simple and repetitive which is detrimental for work motivation. Researches have been conducted to improve worker’s motivation and experience during this monotonous work (e.g., bolt tightening), and gamification has got attention as a useful way to improve worker’s intrinsic motivation by augmenting playful goal and feedback to previous demotivating context. The present study aims at examining the effect of gamification for improving the worker’s flow and emotional experience which are related with intrinsic motivation in the workplace. An empirical study was carried out by five participants. They were instructed to tighten bolts in three different interface conditions (e.g., default condition; reactive condition; and gamification condition). During the task, their flow level and emotional state were assessed by experience sampling method (ESM). The benefits of the manufacturing gamification in the worker’s flow experience and positive emotion are also discussed.

Keywords

Manufacturing gamification Intrinsic motivation Flow experience Emotional experience 

References

  1. 1.
    Lundberg, U., Granqvist, M., Hansson, T., Magnusson, M., Wallin, L.: Psychological and physiological stress responses during repetitive work at an assembly line. Work Stress 3(2), 143–153 (1989)CrossRefGoogle Scholar
  2. 2.
    Wyatt, S., Langdon, J.N.: Fatigue and boredom in repetitive work. Ind. Health Res. Board Rep. Med. Res. Council (77) (1937)Google Scholar
  3. 3.
    Armstrong, T.J., Radwin, R.G., Hansen, D.J., Kennedy, K.W.: Repetitive trauma disorders: job evaluation and design. Human Factors: J. Human Factors Ergon. Soc. 28(3), 325–336 (1986)Google Scholar
  4. 4.
    Cole, D.C., Ibrahim, S., Shannon, H.S.: Predictors of work-related repetitive strain injuries in a population cohort. Am. J. Public Health 95(7), 1233–1237 (2005)CrossRefGoogle Scholar
  5. 5.
    Schaufeli, W.B., Salanova, M.A.R.I.S.A.: Burnout, boredom and engagement at the workplace. People Work Introduction Contemp. Work Psychol. 293–320 (2014)Google Scholar
  6. 6.
    De Treville, S., Antonakis, J.: Could lean production job design be intrinsically motivating? Contextual, configurational, and levels-of-analysis issues. J. Oper. Manag. 24(2), 99–123 (2006)CrossRefGoogle Scholar
  7. 7.
    Sugimori, Y., Kusunoki, K., Cho, F., Uchikawa, S.: Toyota production system and Kanban system materialization of just-in-time and respect-for-human system. Int. J. Prod. Res. 15(6), 553–564 (1977)CrossRefGoogle Scholar
  8. 8.
    Michalos, G., Makris, S., Papakostas, N., Mourtzis, D., Chryssolouris, G.: Automotive assem-bly technologies review: challenges and outlook for a flexible and adaptive approach. CIRP J. Manuf. Sci. Technol. 2(2), 81–91 (2010)CrossRefGoogle Scholar
  9. 9.
    Martimo, K.P., Verbeek, J., Karppinen, J., Furlan, A.D., Kuijer, P.P.F.M., Viikari-Juntura, E.,… Karppinen, J.: Manual material handling advice and assistive devices for preventing and treating back pain in workers. Cochrane Database Syst. Rev. 3(3) (2007)Google Scholar
  10. 10.
    Dashchenko, A.I. (ed.): Manufacturing technologies for machines of the future: 21st century technologies. Springer Science & Business Media (2012)Google Scholar
  11. 11.
    Chen, C.Y., Shih, B.Y., Ma, J.M.: RETRACTED: development for low-cost and cross-platform robot control environment. J. Vib. Control 19(2), 228–233 (2013)CrossRefGoogle Scholar
  12. 12.
    Ichniowski, C., Shaw, K.: Beyond incentive pay: insiders’ estimates of the value of complementary human resource management practices. J. Econ. Perspect. 17(1), 155–180 (2003)CrossRefGoogle Scholar
  13. 13.
    Libby, T., Thorne, L.: The influence of incentive structure on group performance in assembly lines and teams. Behav. Res. Account. 21(2), 57–72 (2009)CrossRefGoogle Scholar
  14. 14.
    Gardner, H.C., Csikszentmihalyi, M.M., Damon, W.: Good work; when excellence and ethics meet (2001)Google Scholar
  15. 15.
    Seligman, M.E., Csikszentmihalyi, M.: Positive Psychology: An Introduction, pp. 279–298. Springer, The Netherlands (2014)Google Scholar
  16. 16.
    Lee, E.: The relationship of motivation and flow experience to academic procrastination in university students. J. Genet. Psychol. 166(1), 5–15 (2005)CrossRefGoogle Scholar
  17. 17.
    Meyer, D.K., Turner, J.C.: Re-conceptualizing emotion and motivation to learn in classroom contexts. Educ. Psychol. Rev. 18(4), 377–390 (2006)CrossRefGoogle Scholar
  18. 18.
    Grant, A.M.: Does intrinsic motivation fuel the prosocial fire? Motivational synergy in predicting persistence, performance, and productivity. J. Appl. Psychol. 93(1), 48 (2008)MathSciNetCrossRefGoogle Scholar
  19. 19.
    Deci, E.L., Ryan, R.M.: Intrinsic Motivation. Wiley, New York (1975)Google Scholar
  20. 20.
    Davis, F.D., Bagozzi, R.P., Warshaw, P.R.: Extrinsic and intrinsic motivation to use computers in the workplace1. J. Appl. Soc. Psychol. 22(14), 1111–1132 (1992)CrossRefGoogle Scholar
  21. 21.
    Elliot, A.J., Harackiewicz, J.M.: Goal setting, achievement orientation, and intrinsic motiva-tion: a mediational analysis. J. Pers. Soc. Psychol. 66(5), 968 (1994)CrossRefGoogle Scholar
  22. 22.
    Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification using game-design elements in non-gaming contexts. In: CHI’11 Extended Abstracts on Human Factors in Computing Systems, pp. 2425–2428. ACM, May 2011Google Scholar
  23. 23.
    Moise, D., Cruceru, A.F.: The use of gamification in events marketing. Int. J. Econ. Practices Theories 4(2), 185–190 (2014)Google Scholar
  24. 24.
    Cornelissen, F., Neerincx, M.A., Smets, N.J.J.M., Breebaart, L., Dujardin, P., Wolff, M.: Gamification for Astronaut Training. SpaceOps, Stockholm (2012)CrossRefGoogle Scholar
  25. 25.
    Hernandez, M.D.: A model of flow experience as determinant of positive attitudes toward online advergames. J. Promot. Manag. 17(3), 315–326 (2011)CrossRefGoogle Scholar
  26. 26.
    Dickey, M.D.: Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educ. Tech. Res. Dev. 55(3), 253–273 (2007)CrossRefGoogle Scholar
  27. 27.
    Hanus, M.D., Fox, J.: Assessing the effects of gamification in the classroom: a longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Comput. Educ. 80, 152–161 (2015)CrossRefGoogle Scholar
  28. 28.
    Korn, O.: Industrial playgrounds: how gamification helps to enrich work for elderly or impaired persons in production. In: Proceedings of the 4th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, pp. 313–316. ACM, June 2012Google Scholar
  29. 29.
    Mekler, E.D., Brühlmann, F., Opwis, K., Tuch, A.N.: Do points, levels and leader-boards harm intrinsic motivation?: an empirical analysis of common gamification elements. In: Proceedings of the First International Conference on Gameful Design, Research, and Applications, pp. 66–73. ACM, Oct 2013Google Scholar
  30. 30.
    Csikszentmihalyi, M., Larson, R.: Validity and reliability of the experience-sampling method. In: Flow and the Foundations of Positive Psychology, pp. 35–54. Springer, Netherlands (2014)Google Scholar
  31. 31.
    Oprescu, F., Jones, C., Katsikitis, M.: I PLAY AT WORK—ten principles for transforming work processes through gamification. Front. Psychol. 5 (2014) Google Scholar
  32. 32.
    Schell, J.: The Art of Game Design: A book of lenses. CRC Press, Boca Raton (2014)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Seunghwan Roh
    • 1
  • Kyoungwon Seo
    • 2
  • Jiyoung Lee
    • 3
  • Jihyo Kim
    • 2
  • Hokyoung Blake Ryu
    • 1
    Email author
  • ChangHo Jung
    • 4
  • HyunWoo Lee
    • 4
  • JongHo Shin
    • 4
  1. 1.Imagine Lab., Graduate School of Technology and Innovation ManagementHanyang UniversitySeoulRepublic of Korea
  2. 2.Imagine Lab., Industrial EngineeringHanyang UniversitySeoulRepublic of Korea
  3. 3.Isol Lab., Industrial EngineeringHanyang UniversitySeoulRepublic of Korea
  4. 4.Uiwang-siRepublic of Korea

Personalised recommendations