{"date_updated":"2025-11-24T07:58:41Z","citation":{"apa":"Mordaschew, V., Latos, B., Rubart, J., & Röcker, C. (2025). User-Centered Gamification in Manufacturing: A Systematic Literature Review. International Journal of Human–Computer Interaction, 41, 1–28. https://doi.org/10.1080/10447318.2025.2578390","van":"Mordaschew V, Latos B, Rubart J, Röcker C. User-Centered Gamification in Manufacturing: A Systematic Literature Review. International Journal of Human–Computer Interaction. 2025;41:1–28.","ieee":"V. Mordaschew, B. Latos, J. Rubart, and C. Röcker, “User-Centered Gamification in Manufacturing: A Systematic Literature Review,” International Journal of Human–Computer Interaction, vol. 41, pp. 1–28, 2025, doi: 10.1080/10447318.2025.2578390.","bjps":"Mordaschew V et al. (2025) User-Centered Gamification in Manufacturing: A Systematic Literature Review. International Journal of Human–Computer Interaction 41, 1–28.","havard":"V. Mordaschew, B. Latos, J. Rubart, C. Röcker, User-Centered Gamification in Manufacturing: A Systematic Literature Review, International Journal of Human–Computer Interaction. 41 (2025) 1–28.","ufg":"Mordaschew, Viktoria u. a.: User-Centered Gamification in Manufacturing: A Systematic Literature Review, in: International Journal of Human–Computer Interaction 41 (2025), S. 1–28.","ama":"Mordaschew V, Latos B, Rubart J, Röcker C. User-Centered Gamification in Manufacturing: A Systematic Literature Review. International Journal of Human–Computer Interaction. 2025;41:1-28. doi:10.1080/10447318.2025.2578390","chicago-de":"Mordaschew, Viktoria, Benedikt Latos, Jessica Rubart und Carsten Röcker. 2025. User-Centered Gamification in Manufacturing: A Systematic Literature Review. International Journal of Human–Computer Interaction 41: 1–28. doi:10.1080/10447318.2025.2578390, .","short":"V. Mordaschew, B. Latos, J. Rubart, C. Röcker, International Journal of Human–Computer Interaction 41 (2025) 1–28.","chicago":"Mordaschew, Viktoria, Benedikt Latos, Jessica Rubart, and Carsten Röcker. “User-Centered Gamification in Manufacturing: A Systematic Literature Review.” International Journal of Human–Computer Interaction 41 (2025): 1–28. https://doi.org/10.1080/10447318.2025.2578390.","mla":"Mordaschew, Viktoria, et al. “User-Centered Gamification in Manufacturing: A Systematic Literature Review.” International Journal of Human–Computer Interaction, vol. 41, 2025, pp. 1–28, https://doi.org/10.1080/10447318.2025.2578390.","din1505-2-1":"Mordaschew, Viktoria ; Latos, Benedikt ; Rubart, Jessica ; Röcker, Carsten: User-Centered Gamification in Manufacturing: A Systematic Literature Review. In: International Journal of Human–Computer Interaction Bd. 41. New York, NY, Taylor & Francis (2025), S. 1–28"},"publication_identifier":{"eissn":["1532-7590"],"issn":["1044-7318"]},"publisher":"Taylor & Francis","user_id":"83781","status":"public","department":[{"_id":"DEP5023"}],"year":"2025","publication":"International Journal of Human–Computer Interaction","volume":41,"title":"User-Centered Gamification in Manufacturing: A Systematic Literature Review","date_created":"2025-11-13T17:22:55Z","doi":"10.1080/10447318.2025.2578390","language":[{"iso":"eng"}],"_id":"13301","type":"scientific_journal_article","place":"New York, NY","page":"1-28","keyword":["Gamification","manufacturing","inclusivity : human-centered systems : literature review"],"intvolume":" 41","publication_status":"published","abstract":[{"text":"Production environments are characterized by an increasingly diverse workforce caused by demographic change, globalization, and the rising demand for inclusion and equality. To ensure employee satisfaction for such a diverse workforce, gamification is a promising method. However, one-size-fits-all approaches are not sufficient, and more user-adaptive and inclusive gamified systems are needed. Therefore, this systematic literature review aims to answer the question of which user-adaptive gamified systems exist for manufacturing and how they provide inclusivity for individuals in their everyday work. Following PRISMA guidelines, a search of five electronic databases retrieved 22 relevant articles. Analysis of the literature revealed a lack of user-centered and inclusive gamified systems. Further, limited empirical evaluations in real production environments, limited application scenarios, and the need for more diverse research were identified. Based on the results, this study identifies key research gaps and provides recommendations for future research.","lang":"eng"}],"author":[{"id":"79005","first_name":"Viktoria","full_name":"Mordaschew, Viktoria","last_name":"Mordaschew"},{"id":"84474","full_name":"Latos, Benedikt","first_name":"Benedikt","last_name":"Latos"},{"id":"45672","first_name":"Jessica","full_name":"Rubart, Jessica","last_name":"Rubart"},{"last_name":"Röcker","full_name":"Röcker, Carsten","first_name":"Carsten","id":"61525"}]}