Work competencies can be defined as learned abilities to adequately perform a task, role or mission (Roe 2002). In the workplace context, work-integrated learning approaches are particularly promising approaches for developing work competencies while ensuring transfer and relevance for practice (Sonntag and Stegmaier 2007). However, apart from developing competencies, it is also important that newly acquired competencies are actually applied in the workplace. Hereby motivation plays an essential role. Work environments, which support feelings of competence, autonomy and relatedness, are the foundation for maintaining motivation (Ryan and Deci 2000). Gamification is an innovative work-integrated approach which focuses on the social contextual conditions of the workplace. The basic idea of gamification is to apply game design elements in non-game contexts such as the workplace (Deterding 2011b). Exemplary game design elements are points, badges, leaderboards, levels or virtual rewards (Werbach and Hunter 2012). It is expected that these elements help to develop work competencies and to address psychological needs for competence, autonomy and relatedness and thereby increase learners' motivation in working or learning contexts. This chapter will introduce the concept of gamification and will describe its potential to foster competence development and motivation. Possible contributions of gamification will be illustrated by presenting an example from the field of intralogistics, which comprises of the internal handling of materials and supplies within specific production sites (Arnold 2006). An experimental study in this area of application shows promising results regarding work competence development and motivational outcomes.
Gamification, as opposed to serious gaming, focuses on the integration of certain elements and mechanics from the field of gaming and game design into an existing (nongaming) environment. Typical game design models do not meet the requirements of implementing a gamification application in total because they focus on the development of a holistic game. An implementation model for the gamification of business processes should focus on the integration of game elements and mechanics into an existing work context instead. An implementation model was designed to fulfill these demands and will be presented in this paper. The so-called GameLog Model can be divided into three major phases: the analysis and exploration phase, the design and realization phase, and the evaluation and reflection phase. Within the analysis and exploration phase, the context that should be gamified is described on a granular level to find integration points for the game elements that do not change the process. In the design and realization phase, the gamification application is developed and implemented in the nongaming context. During the evaluation and reflection phase, the success of the application, as well as the acceptance of the employees, is measured. Results lead to a possible redesign. The model was evaluated by designing and testing a gamification application for the field of material handling. The gamification prototype was created for the process of manual order picking. Significant results could be achieved in fostering motivation and improving performance among workers in this process. Hence, the introduced model does work to successfully implement a gamification application into a business process. Gamification can also be seen as a useful approach to foster motivation and increase the performance of employees.
Logistics is concerned with effectively managing the flow of materials and supplies for production, commerce and other purposes (Christopher, 2003). Transport logistics deals with resource flows on a large scale level, as it involves transport by land, water, and air. A second domain of logistics is intralogistics, which is concerned with the internal handling of materials and supplies within specific production sites or intermediate storage facilities (Arnold, 2006). This paper focuses on intralogistics or, more specifically, on one of its central tasks, order picking.
Gamification is an innovative approach to foster motivation. It refers to the use of game elements in non-game contexts. This article adopts a differentiated view on the topic of gamification and investigates, how and why different game elements can address different motivational mechanisms. At first, the concept of gamification and specific game elements characteristic of gamification are described. After that, different motivational perspectives were analyzed and motivational mechanisms in form of effect hypotheses were derived from these perspectives. To investigate the motivational pull of gamification, game elements are matched with motivational mechanisms. Our theoretical inquiry shows that gamification potentially addresses motivational mechanisms and thereby fosters motivation. These theoretical results can be used for the effective design of gamification environments and represent a basis for empirical research. Further research is required to confirm these theoretical findings.