[{"citation":{"ieee":"V. Mordaschew, P. Neumann, and C. Röcker, <i>Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks</i>, vol. 3048. Cham: Springer Nature Switzerland, 2026, pp. 304–313. doi: <a href=\"https://doi.org/10.1007/978-3-032-30816-0_30\">10.1007/978-3-032-30816-0_30</a>.","van":"Mordaschew V, Neumann P, Röcker C. Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks.  HCI International 2026 Posters  28th International Conference on Human-Computer Interaction, HCII 2026, Montreal, QC, Canada, July 26–31, 2026, Proceedings, Part II. Cham: Springer Nature Switzerland; 2026. (Communications in Computer and Information Science; vol. 3048).","chicago":"Mordaschew, Viktoria, Philipp Neumann, and Carsten Röcker. <i>Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks</i>. <i> HCI International 2026 Posters  28th International Conference on Human-Computer Interaction, HCII 2026, Montreal, QC, Canada, July 26–31, 2026, Proceedings, Part II</i>. Vol. 3048. Communications in Computer and Information Science. Cham: Springer Nature Switzerland, 2026. <a href=\"https://doi.org/10.1007/978-3-032-30816-0_30\">https://doi.org/10.1007/978-3-032-30816-0_30</a>.","ama":"Mordaschew V, Neumann P, Röcker C. <i>Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks</i>. Vol 3048. Springer Nature Switzerland; 2026:304-313. doi:<a href=\"https://doi.org/10.1007/978-3-032-30816-0_30\">10.1007/978-3-032-30816-0_30</a>","havard":"V. Mordaschew, P. Neumann, C. Röcker, Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks, Springer Nature Switzerland, Cham, 2026.","short":"V. Mordaschew, P. Neumann, C. Röcker, Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks, Springer Nature Switzerland, Cham, 2026.","din1505-2-1":"<span style=\"font-variant:small-caps;\">Mordaschew, Viktoria</span> ; <span style=\"font-variant:small-caps;\">Neumann, Philipp</span> ; <span style=\"font-variant:small-caps;\">Röcker, Carsten</span>: <i>Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks</i>, <i>Communications in Computer and Information Science</i>. Bd. 3048. Cham : Springer Nature Switzerland, 2026","ufg":"<b>Mordaschew, Viktoria/Neumann, Philipp/Röcker, Carsten</b>: Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks, Bd. 3048, Cham 2026 (Communications in Computer and Information Science).","bjps":"<b>Mordaschew V, Neumann P and Röcker C</b> (2026) <i>Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks</i>. Cham: Springer Nature Switzerland.","mla":"Mordaschew, Viktoria, et al. “Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks.” <i> HCI International 2026 Posters  28th International Conference on Human-Computer Interaction, HCII 2026, Montreal, QC, Canada, July 26–31, 2026, Proceedings, Part II</i>, vol. 3048, Springer Nature Switzerland, 2026, pp. 304–13, <a href=\"https://doi.org/10.1007/978-3-032-30816-0_30\">https://doi.org/10.1007/978-3-032-30816-0_30</a>.","chicago-de":"Mordaschew, Viktoria, Philipp Neumann und Carsten Röcker. 2026. <i>Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks</i>. <i> HCI International 2026 Posters  28th International Conference on Human-Computer Interaction, HCII 2026, Montreal, QC, Canada, July 26–31, 2026, Proceedings, Part II</i>. Bd. 3048. Communications in Computer and Information Science. Cham: Springer Nature Switzerland. doi:<a href=\"https://doi.org/10.1007/978-3-032-30816-0_30\">10.1007/978-3-032-30816-0_30</a>, .","apa":"Mordaschew, V., Neumann, P., &#38; Röcker, C. (2026). Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks. In <i> HCI International 2026 Posters  28th International Conference on Human-Computer Interaction, HCII 2026, Montreal, QC, Canada, July 26–31, 2026, Proceedings, Part II</i> (Vol. 3048, pp. 304–313). Springer Nature Switzerland. <a href=\"https://doi.org/10.1007/978-3-032-30816-0_30\">https://doi.org/10.1007/978-3-032-30816-0_30</a>"},"date_updated":"2026-10-01T13:22:16Z","publication":" HCI International 2026 Posters  28th International Conference on Human-Computer Interaction, HCII 2026, Montreal, QC, Canada, July 26–31, 2026, Proceedings, Part II","date_created":"2026-09-30T16:23:56Z","type":"conference_editor_article","year":"2026","volume":3048,"publisher":"Springer Nature Switzerland","status":"public","_id":"14078","publication_status":"published","keyword":["Gamification","Assembly","Manufacturing","Large-Scale Study"],"conference":{"name":"28th International Conference on Human-Computer Interaction, HCII 2026","location":"Montreal, QC, Canada","start_date":"2026-07-26","end_date":"2026-07-31"},"abstract":[{"lang":"eng","text":"Gamification, defined as the use of game design elements in non-playful contexts, has been applied in several professional environments for over a decade. Yet, gamification remains rare in manufacturing, with research reporting ambivalent effects on both worker well-being and productivity. Despite growing evidence that gamification affects individuals differently, experimental studies examining these effects often rely on relatively small sample sizes. To address this research gap, this work presents first results from an ongoing laboratory study investigating the effects of gamification in a production-related task (currently N = 229). Thereby, participants completed an assembly task with an assistance system providing step-by-step instructions. The aim of the study is to (I) evaluate whether varying the game design elements (points, leaderboard and avatar) affect key performance indicators (task speed and error rate) differently as well as (II) to assess whether the effects on these performance indicators are moderated by factors such as individual characteristics or demographics. So far, the results indicate that points may reduce the task completion time, while not increasing the number of errors. By incorporating individual characteristics into the analysis, the study aims to provide first insights into heterogeneous responses to gamification and to identify which employees benefit most from specific game design elements in production settings."}],"language":[{"iso":"eng"}],"doi":"10.1007/978-3-032-30816-0_30","title":"Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks","author":[{"id":"79005","full_name":"Mordaschew, Viktoria","last_name":"Mordaschew","first_name":"Viktoria"},{"last_name":"Neumann","first_name":"Philipp","id":"74431","full_name":"Neumann, Philipp"},{"first_name":"Carsten","last_name":"Röcker","id":"61525","full_name":"Röcker, Carsten"}],"place":"Cham","page":"304–313","publication_identifier":{"isbn":["978-3-032-30815-3"],"issn":["1865-0929"],"eisbn":["978-3-032-30816-0"],"eissn":["1865-0937"]},"user_id":"83781","intvolume":"      3048","department":[{"_id":"DEP5023"}],"series_title":"Communications in Computer and Information Science"}]
