TY - JOUR
T1 - Gamification in Manufacturing Work
T2 - Can It Help to Increase Flow and Performance?
AU - Kloep, Leonie
AU - Hug, Johannes
AU - Ulmer, Jessica
AU - Wollert, Jörg
AU - Peifer, Corinna
N1 - Publisher Copyright:
© 2025 Taylor & Francis Group, LLC.
PY - 2025
Y1 - 2025
N2 - Gamification is a promising way to enhance performance and motivation at work. Flow experiences play a significant role in gamification design, while also being a possible gamification outcome and a predictor of performance. In a study with 89 participants, we compared gamified and non-gamified assembly tasks, examining flow and performance. While performance did not differ between groups, it improved over time. The gamified group reported more frequent flow experiences. Flow intensity increased over five assembly runs, but did not differ between groups. A positive repeated measures correlation was found between flow intensity and performance. The results suggest that gamified work can enhance flow, which in turn can be associated with improved performance. However, flow also occurs in non-gamified settings, indicating that other mechanisms may contribute. Possible explanations include playful work design and training effects in learning the assembly routine. Future research should consider personalization and adaptive tailoring of gamification.
AB - Gamification is a promising way to enhance performance and motivation at work. Flow experiences play a significant role in gamification design, while also being a possible gamification outcome and a predictor of performance. In a study with 89 participants, we compared gamified and non-gamified assembly tasks, examining flow and performance. While performance did not differ between groups, it improved over time. The gamified group reported more frequent flow experiences. Flow intensity increased over five assembly runs, but did not differ between groups. A positive repeated measures correlation was found between flow intensity and performance. The results suggest that gamified work can enhance flow, which in turn can be associated with improved performance. However, flow also occurs in non-gamified settings, indicating that other mechanisms may contribute. Possible explanations include playful work design and training effects in learning the assembly routine. Future research should consider personalization and adaptive tailoring of gamification.
UR - https://www.scopus.com/pages/publications/105005597116
U2 - 10.1080/10447318.2025.2502968
DO - 10.1080/10447318.2025.2502968
M3 - Journal articles
AN - SCOPUS:105005597116
SN - 1044-7318
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
ER -