Gamification and Industry 4.0: gamified smart manufacturing
"Gamification and industry 4.0 are two concepts that each in their own right have sparked attention. Gamification as a way to use game elements in non-game activities, and industry 4.0 as a way to describe how the interconnected digital transformation of operational technologies are changing ma...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Abingdon, Oxon ; New York, NY
Routledge
2025
|
Schriftenreihe: | Routledge advances in POM
|
Schlagworte: | |
Zusammenfassung: | "Gamification and industry 4.0 are two concepts that each in their own right have sparked attention. Gamification as a way to use game elements in non-game activities, and industry 4.0 as a way to describe how the interconnected digital transformation of operational technologies are changing manufacturing in the 21st Century. Gamification now offers an opportunity to enhance the productivity of manufacturing and improve quality of work life in the process. Gamification and Industry 4.0 looks at how the transformative shift of production and manufacturing opens up for gamified experiences in the work place. What the industry requires are deeper kinds of gamification, comprehending the knowledge of industrial production, computer applications, game design, learning, and motivational psychology. In order to achieve this, this book offers interdisciplinary expertise from such fields as psychology, management, software engineering, information science, game studies, and industrial production and innovation. The concept of industry 4.0 and different types of gamifications are discussed in relation to motivation and learning. The book also examines cybersecurity of gamified systems and the potential risks any changes made to digital devices and industrial control systems may cause. This unique book will be of value to researchers, academics and upper-level students across various fields but in particular management and organization studies, production and manufacturing as well as technology and innovation management"-- |
Beschreibung: | Includes bibliographical references and index 2501 |
Beschreibung: | 105 Seiten |
ISBN: | 9781032524795 9781032524801 |
Internformat
MARC
LEADER | 00000nam a22000002c 4500 | ||
---|---|---|---|
001 | BV050167708 | ||
003 | DE-604 | ||
007 | t| | ||
008 | 250214s2025 xxk |||| 00||| eng d | ||
020 | |a 9781032524795 |c hardback |9 978-1-032-52479-5 | ||
020 | |a 9781032524801 |c paperback |9 978-1-032-52480-1 | ||
035 | |a (DE-599)BVBBV050167708 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
044 | |a xxk |c XA-GB | ||
049 | |a DE-11 | ||
082 | 0 | |a 338/.064 |2 23 | |
100 | 1 | |a Konzack, Lars |d 1969- |e Verfasser |4 aut | |
245 | 1 | 0 | |a Gamification and Industry 4.0 |b gamified smart manufacturing |c Lars Konzack |
264 | 1 | |a Abingdon, Oxon ; New York, NY |b Routledge |c 2025 | |
300 | |a 105 Seiten | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a Routledge advances in POM | |
500 | |a Includes bibliographical references and index | ||
500 | |a 2501 | ||
520 | 3 | |a "Gamification and industry 4.0 are two concepts that each in their own right have sparked attention. Gamification as a way to use game elements in non-game activities, and industry 4.0 as a way to describe how the interconnected digital transformation of operational technologies are changing manufacturing in the 21st Century. Gamification now offers an opportunity to enhance the productivity of manufacturing and improve quality of work life in the process. Gamification and Industry 4.0 looks at how the transformative shift of production and manufacturing opens up for gamified experiences in the work place. What the industry requires are deeper kinds of gamification, comprehending the knowledge of industrial production, computer applications, game design, learning, and motivational psychology. In order to achieve this, this book offers interdisciplinary expertise from such fields as psychology, management, software engineering, information science, game studies, and industrial production and innovation. The concept of industry 4.0 and different types of gamifications are discussed in relation to motivation and learning. The book also examines cybersecurity of gamified systems and the potential risks any changes made to digital devices and industrial control systems may cause. This unique book will be of value to researchers, academics and upper-level students across various fields but in particular management and organization studies, production and manufacturing as well as technology and innovation management"-- | |
653 | 0 | |a Manufacturing industries / Technological innovations | |
653 | 0 | |a Production control | |
653 | 0 | |a Gamification | |
776 | 0 | |z 9781003406822 |c ebook | |
776 | 0 | 8 | |i Erscheint auch als |n Online-Ausgabe |d Abingdon, Oxon : Routledge, 2025 |z 9781003406822 |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-035503700 |
Datensatz im Suchindex
_version_ | 1824015168674201601 |
---|---|
adam_text | |
any_adam_object | |
author | Konzack, Lars 1969- |
author_facet | Konzack, Lars 1969- |
author_role | aut |
author_sort | Konzack, Lars 1969- |
author_variant | l k lk |
building | Verbundindex |
bvnumber | BV050167708 |
ctrlnum | (DE-599)BVBBV050167708 |
dewey-full | 338/.064 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 338 - Production |
dewey-raw | 338/.064 |
dewey-search | 338/.064 |
dewey-sort | 3338 264 |
dewey-tens | 330 - Economics |
discipline | Wirtschaftswissenschaften |
format | Book |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>00000nam a22000002c 4500</leader><controlfield tag="001">BV050167708</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="007">t|</controlfield><controlfield tag="008">250214s2025 xxk |||| 00||| eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781032524795</subfield><subfield code="c">hardback</subfield><subfield code="9">978-1-032-52479-5</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781032524801</subfield><subfield code="c">paperback</subfield><subfield code="9">978-1-032-52480-1</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV050167708</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="044" ind1=" " ind2=" "><subfield code="a">xxk</subfield><subfield code="c">XA-GB</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-11</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">338/.064</subfield><subfield code="2">23</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Konzack, Lars</subfield><subfield code="d">1969-</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Gamification and Industry 4.0</subfield><subfield code="b">gamified smart manufacturing</subfield><subfield code="c">Lars Konzack</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Abingdon, Oxon ; New York, NY</subfield><subfield code="b">Routledge</subfield><subfield code="c">2025</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">105 Seiten</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="0" ind2=" "><subfield code="a">Routledge advances in POM</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references and index</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">2501</subfield></datafield><datafield tag="520" ind1="3" ind2=" "><subfield code="a">"Gamification and industry 4.0 are two concepts that each in their own right have sparked attention. Gamification as a way to use game elements in non-game activities, and industry 4.0 as a way to describe how the interconnected digital transformation of operational technologies are changing manufacturing in the 21st Century. Gamification now offers an opportunity to enhance the productivity of manufacturing and improve quality of work life in the process. Gamification and Industry 4.0 looks at how the transformative shift of production and manufacturing opens up for gamified experiences in the work place. What the industry requires are deeper kinds of gamification, comprehending the knowledge of industrial production, computer applications, game design, learning, and motivational psychology. In order to achieve this, this book offers interdisciplinary expertise from such fields as psychology, management, software engineering, information science, game studies, and industrial production and innovation. The concept of industry 4.0 and different types of gamifications are discussed in relation to motivation and learning. The book also examines cybersecurity of gamified systems and the potential risks any changes made to digital devices and industrial control systems may cause. This unique book will be of value to researchers, academics and upper-level students across various fields but in particular management and organization studies, production and manufacturing as well as technology and innovation management"--</subfield></datafield><datafield tag="653" ind1=" " ind2="0"><subfield code="a">Manufacturing industries / Technological innovations</subfield></datafield><datafield tag="653" ind1=" " ind2="0"><subfield code="a">Production control</subfield></datafield><datafield tag="653" ind1=" " ind2="0"><subfield code="a">Gamification</subfield></datafield><datafield tag="776" ind1="0" ind2=" "><subfield code="z">9781003406822</subfield><subfield code="c">ebook</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Online-Ausgabe</subfield><subfield code="d">Abingdon, Oxon : Routledge, 2025</subfield><subfield code="z">9781003406822</subfield></datafield><datafield tag="943" ind1="1" ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-035503700</subfield></datafield></record></collection> |
id | DE-604.BV050167708 |
illustrated | Not Illustrated |
indexdate | 2025-02-14T07:00:19Z |
institution | BVB |
isbn | 9781032524795 9781032524801 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-035503700 |
open_access_boolean | |
owner | DE-11 |
owner_facet | DE-11 |
physical | 105 Seiten |
publishDate | 2025 |
publishDateSearch | 2025 |
publishDateSort | 2025 |
publisher | Routledge |
record_format | marc |
series2 | Routledge advances in POM |
spelling | Konzack, Lars 1969- Verfasser aut Gamification and Industry 4.0 gamified smart manufacturing Lars Konzack Abingdon, Oxon ; New York, NY Routledge 2025 105 Seiten txt rdacontent n rdamedia nc rdacarrier Routledge advances in POM Includes bibliographical references and index 2501 "Gamification and industry 4.0 are two concepts that each in their own right have sparked attention. Gamification as a way to use game elements in non-game activities, and industry 4.0 as a way to describe how the interconnected digital transformation of operational technologies are changing manufacturing in the 21st Century. Gamification now offers an opportunity to enhance the productivity of manufacturing and improve quality of work life in the process. Gamification and Industry 4.0 looks at how the transformative shift of production and manufacturing opens up for gamified experiences in the work place. What the industry requires are deeper kinds of gamification, comprehending the knowledge of industrial production, computer applications, game design, learning, and motivational psychology. In order to achieve this, this book offers interdisciplinary expertise from such fields as psychology, management, software engineering, information science, game studies, and industrial production and innovation. The concept of industry 4.0 and different types of gamifications are discussed in relation to motivation and learning. The book also examines cybersecurity of gamified systems and the potential risks any changes made to digital devices and industrial control systems may cause. This unique book will be of value to researchers, academics and upper-level students across various fields but in particular management and organization studies, production and manufacturing as well as technology and innovation management"-- Manufacturing industries / Technological innovations Production control Gamification 9781003406822 ebook Erscheint auch als Online-Ausgabe Abingdon, Oxon : Routledge, 2025 9781003406822 |
spellingShingle | Konzack, Lars 1969- Gamification and Industry 4.0 gamified smart manufacturing |
title | Gamification and Industry 4.0 gamified smart manufacturing |
title_auth | Gamification and Industry 4.0 gamified smart manufacturing |
title_exact_search | Gamification and Industry 4.0 gamified smart manufacturing |
title_full | Gamification and Industry 4.0 gamified smart manufacturing Lars Konzack |
title_fullStr | Gamification and Industry 4.0 gamified smart manufacturing Lars Konzack |
title_full_unstemmed | Gamification and Industry 4.0 gamified smart manufacturing Lars Konzack |
title_short | Gamification and Industry 4.0 |
title_sort | gamification and industry 4 0 gamified smart manufacturing |
title_sub | gamified smart manufacturing |
work_keys_str_mv | AT konzacklars gamificationandindustry40gamifiedsmartmanufacturing |