@inproceedings{KornSchmidt2015, author = {Oliver Korn and Albrecht Schmidt}, title = {Gamification of Business Processes: Re-designing Work in Production and Service Industry}, series = {Procedia Manufacturing}, volume = {3}, editor = {Tareq Ahram and Waldemar Karwowski and Dylan Schmorrow}, publisher = {Elsevier}, issn = {2351-9789}, doi = {10.1016/j.promfg.2015.07.616}, pages = {3424 -- 3431}, year = {2015}, abstract = {In this work we provide an overview of gamification, i.e. the application of methods from game design to enrich non-gaming processes. The contribution is divided into five subsections: an introduction focusing on the progression of gamification through the hype cycle in the recent years (1), a brief introduction to gamification mechanics (1) and an overview of the state of the art in established areas (3). The focus is a discussion of more recent attempts of gamification in service and production (4). We also discuss the ethical implications (5) and the future perspectives (6) of gamified business processes. Gamification has been successfully applied in the domains education (serious games) and health (exergames) and is spreading to other areas. In recent years there have been various attempts to “gamify” business processes. While the first efforts date back as far as the collection of miles in frequent flyer programs, we will portray some of the more recent and comprehensive software-based approaches in the service industry, e.g. the gamification of processes in sales and marketing. We discuss their accomplishments as well as their social and ethical implicatio. Finally a very recent approach is presented: the application of gamification in the domain of industrial production. We discuss the special requirements in this domain and the effects on the business level and on the users. We conclude with a prognosis on the future development of gamification.}, language = {en} }