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ABSTRACT
The race towards developing technologies,
systems and management models to
support organizaon development,
leadership and prosperity created a
complexity hard to manage within the
exisng workforce, especially in the
developed world.
The need for simplicity, mobility and
accessibility were the major drivers
towards creang a new discipline that
can make technology ‘gamied’ for it
to be used in a secure and controlled
environment by everyone.
Gamicaon can be seen as a new
element in the technological revoluon
that can change the way people interact
with technology and the way technology
gets integrated with the current needs
of the global economy and society.
Gamicaon is not about making games,
but a new culture driven by movaon
and acvaon factors towards moving
the gaming experience in the industry.
This paper aempts to idenfy the role
of gamicaon in the global economy,
redene the gamicaon concept under
new uses of game technologies and
indicate its signicant impact in modern
organizaonal management.
1. INTRODUCTION: CONTINUOUS
REVOLUTIONS
The Industrial Revoluon marks a major
turning point in history; almost every
aspect of daily life was inuenced in some
way by it. Economists say that the major
impact of the Industrial Revoluon was
that the standard of living for the general
populaon began to increase consistently
for the rst me in history, although
others have said that it didn’t begin to
meaningfully improve unl the late 19th
to mid-20th century [1], [2], [3].
Aer the inial revoluon, a second
revoluon gradually grew that included
chemicals, most notably petroleum
(rening and distribuon), and, in the
20th century, the automove industries
developed, marking a transion of
technological leadership from Britain to
the United States and Germany [4], [5].
A third revoluon began with electricity
and electricaon, and the introducon of
hydroelectric power generaon in the Alps
enabled the rapid industrializaon of coal-
deprived northern Italy at the beginning of
the 1890s.
Unl the 1980s, it was universally
believed by historians that technological
innovaon was the heart of the Industrial
Revoluon and the key enabling technology
was the invenon and improvement of the
steam engine [6]. However, recent research
into the markeng era has challenged the
tradional, supply-oriented interpretaon
of the Industrial Revoluon [7].
The informaon revoluon, a fourth
revoluon, describes the development
of technologies (such as computers,
digital communicaon and microchips)
in the second half of the 20th century
that has led to a dramac reducon in
the cost of obtaining, processing, storing,
and transming informaon in all forms
(text, graphics, audio, video, etcetera)[8],
while the knowledge revoluon is about a
fundamental socioeconomic change from
adding value by producing things which
is ulmately limited to adding value by
creang and using knowledge which can
grow indenitely [9].
These ve are certainly not the only
revoluons, yet they indicate a connuous
eort of humanity towards achieving more
for less. Automaon, informaon, and
knowledge marked the key generaons of
the Industrial Revoluon’s evoluon, but
sll there is more ahead as the integraon
of the characteriscs of each generaon
creates the needs towards the next
supposedly impossible target.
2. TECHNOLOGY BASED MANAGEMENT
The latest generaons of the industrial
revoluons emphasize the ulizaon
of technology in conjuncon with
the preexisng knowledge within
an organizaon. By understanding
organizaonal needs, technology is
used accordingly as the core tool for
opmizaon, eciency and producvity.
This new management paradigm created
the discipline of technology management,
a set of management disciplines that
allows organizaons to manage their
technological fundamentals to create
compeve advantages [10].
Technology management can also be
dened as the integrated planning, design,
opmizaon, operaon and control of
technological products, processes and
services. A beer denion would be the
management of the use of technology
for human advantage. The Associaon
of Technology, Management and
Applied Engineering denes technology
RESEARCH PAPER:
GAMIFICATION
RESHAPES THE GLOBAL
ECONOMY
FROM INDUSTRIAL REVOLUTION TO THE
GLOBAL KNOWLEDGE REVOLUTION
Evangelos Markopoulos, University of Vaasa (UVA), School of Technology,
Department of Production; Angelos Markopoulos, National Technical University of Athens (NTUA), School of
Mechanical Engineering, Department of Manufacturing Technology; Panos Markopoulos, University of the Arts
London (UAL), London College of Communication, School of Design; Mika Luimula, Turku University of Applied
Sciences (TAMK), School of Information and Communication Technology
1 EDITION 73: FEBRUARY 2017 WWW.PORTTECHNOLOGY.ORG
TRAINING, SIMULATION & GAMIFICATION
management as the eld concerned with
the supervision of personnel across the
technical spectrum as well as across the
wide variety of complex technological
systems.
Technology management programs
typically include instrucon in producon
and operaons management, project
management, computer applicaons,
quality control, safety and health issues,
stascs, and general management
principles.
In the last three decades, technology
based management was the approach
adapted by most organizaons in nearly all
industries. They believed that informaon
technology automaon can reduce costs,
increase producvity, eciency and
operaons, and created a race between
organizaons to adopt the newest
technologies in an aempt to increase
or maintain their posion or lead in the
market [11].
Technology on the other hand is an
equaon with the organizaonal needs
on one side and organizaonal knowledge
at the other. Needs cannot be dened if
organizaonal knowledge does not exist
to dene them properly. Going aer
technological trends does not assure
the best soluons and desired results.
Aer great disappoints, organizaons
understood that technology without
organizaonal knowledge is not part of the
soluon, but part of the problem.
3. KNOWLEDGE BASED STRATEGIC
MANAGEMENT
The organizaonal knowledge required for
the eecve ulizaon of the automaon
has been the inecon point in the modern
industrializaon period. The plethora of
technology on oer creates more problems
than the ones it solves – if technology is
not adapted based on the capability and
the maturity of an organizaon.
Knowledge drives all progressive
acvies; iniaves, projects, processes
and anything that can be considered
a step ahead in business and personal
development. Despite the fact that
knowledge is certainly the magic recipe,
it has always been extremely dicult to
dene what knowledge is and what it is
not. The distance between knowledge
creaon and knowledge ulizaon is
tremendous as there are many steps that
interfere in this interpretaon, as well
as in the transformaon of knowledge
into something that can be capitalized
successfully, eecvely and rewardingly.
Today, knowledge management can
be dened as the process of capturing,
developing, sharing, and eecvely using
organizaonal knowledge [12]. It refers to
a mul-disciplined approach to achieving
organizaonal objecves by making the
best use of knowledge [13]. Knowledge
management eorts typically focus on
organizaonal objecves such as improved
performance, compeve advantage,
innovaon, the sharing of lessons learned,
integraon, and connuous improvement
of the organizaon [14].
It is organizaonal knowledge
that drives innovaon, which in turn
drives development and prosperity.
Organizaons fail not because they cannot
solve their problems, but because they
cannot recognize and nd them in the
rst place. Understanding organizaonal
needs and/or industry trends requires
knowledge management models to ulize
the organizaonal knowledge which exists
in the people. It is the people who dene
what is innovave and what is not; what is
a soluon and what is a failure; as they are
the ones called on to apply organizaonal
strategies. The challenge in knowledge
based management strategies and
leadership is the connuous elicitaon
of knowledge and its transformaon to
applied innovaon.
A model for knowledge-based strategic
management and leadership that
signicantly promotes applied innovaon
is the company democracy model visible
in Figure 1. This model is based on the
ulizaon of organizaonal knowledge
through democrac methods and
pracces in knowledge culture, creaon,
extracon, and sharing – all points toward
shared goals and objecves [15].
Problem idencaon and exploitaon
of possible soluons are approached in the
company democracy model by integrang
the concept of democracy for everyone,
as long as their problems, needs, ideas
or wishes are supported by a soluon
oering shared value of any type or size.
The model is executed through a
framework in which an organizaonal
evoluonary spiral method is ulized
for the creaon and execuon of
knowledge-based democrac cultures for
eecve organizaonal knowledge-based
management and strategic leadership
[16]. The co-evoluonary spiral method
in the model contributes towards the
idencaon and achievement of the
capacity, capability, competence, and
maturity needed to turn informaon and
knowledge into innovaons [17]. The
spiral process, in this context, is based on
the idea of the degree of democracy in
organizaons.
The integrated company democracy
model supports an interdisciplinary
approach (management strategy,
knowledge, innovaon, human resources,
technology, producon, leadership,
quality, processes, innovaon, research
and development, etcetera). It is a union of
administrave and technocrac processes
in an anthropocentric method that directs
all sciences and pracces towards the
eort to unite people through the freedom
of expression and to produce knowledge as
raw material for innovaon – to challenge
complexity with simplicaon.
4. SIMPLIFYING COMPLEXITY
The evoluon of the Industrial Revoluon
from industrializaon to automaon and
from the technology management to
the knowledge management indicates
the needs of the port industry and
society for creave simplicity. The need
for achieving more for less is highly
associated with simplicity that needs to
Figure 1. The Company Democracy Model Levels Structure.
EDITION 73: FEBRUARY 2017 2
TRAINING, SIMULATION & GAMIFICATION
exist in every organizaonal operaon.
More producvity with less eort, more
eciency with less errors, and protability
with less expenses requires the primary
preservaon of sources.
Complexity derives from simplicity, but
simplicity requires complexity to become
simple enough to achieve complex results
[18]. Knowledge management contributes
towards making complex things simple
through the ulizaon and integraon of
the people’s knowledge, capability and
maturity in the organizaonal processes
and systems. The integraon of behavioral
sciences within the engineering and
management sciences generates the
muldisciplinary eld of cognive sciences.
One of the areas cognive science
studies is the simplicaon of
organizaonal process to be understood
and accepted by the capability and
maturity of the personnel. By making
organizaonal systems and processes
simple, we can assure high-adaptability,
and in turn produce the desired results,
regardless how complex they can be.
People have been trained to believe,
not to think, therefore many simplied
frameworks that can form a complex
organizaonal ecosystem are much more
likely to be followed than a complex
process in a simplied system.
This has become a necessity to the
Western world as less people have the
capability to perform in high capacity
or complex tasks. In the New York Times
arcle, ‘Why Science Majors Change Their
Minds (It's Just So Darn Hard)’ [19], it is
reported that about 60% of US college
students who have started with the
intenon of geng a science, technology,
engineering or mathemacs (STEM)
degree switch to a non-STEM major, or
quit enrely. Although geng a degree can
prove to be dicult, obtaining a degree in
a STEM eld is even more dicult. This
result is alarming, as business leaders
as well as government ocials believe
that the only way for the US to remain
economically compeve is to have more
students, and in turn more professionals,
with STEM degrees.
This of courses is not only a US problem.
Deutsche Welle, Germany’s public
broadcaster, reported that Germany needs
more immigrants of qualied labour,
primarily from the non-EU countries to
maintain its needs. Today, Europe has
very high unemployment among college
graduates, but at the same me there is
a severe shortage of technology workers.
In the past ve years the need for
‘technologically skilled workers’ has
increased from 16% in 2012 to 25%
in 2013. The Associaon of German
Engineers reported that the shortage of
electrical engineers, mechanical engineers
and soware developers is “so severe”
[20]. In June, they reported that there
were 76,400 vacant engineering jobs –
an all-me high [21]. Over the long term,
at least unl 2050, Germany will need to
aract an average of 533,000 immigrants
per year, plus the number of those that
emigrate from the country, according
to a study released by the Bertelsmann
Foundaon on March 27, 2015 [22].
On the contrary, there are countries that
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TRAINING, SIMULATION & GAMIFICATION
export high-skilled qualied professionals
in the STEM sciences, primarily from
Eastern Europe and Asia. Greece, for
example, contributed to the German
economy with more than 90,000 sciensts
during the years of the nancial crisis,
most of those sciensts holding doctorate
degrees [23].
The reducon of the STEM professional
in most of the countries of the Western
world who beneed the most from
the Industrial Revoluon is now being
considered as a major threat to the global
economy. Therefore the need for the
best possible ulizaon of the exisng
workforce needs to be achieved as soon
as possible. Knowledge management
is a signicant approach towards
understanding the capability and maturity
of the organizaonal workforce in order
to adjust around technologies that can do
complex work in a simplied way.
Understanding the limits of what one
can do is half the soluon. The other half
is to develop the processes and systems
that can be used. The challenge of hiding
operaonal complexity into simplied
processes and technology can be achieved
via the upcoming discipline of gamicaon.
5. THE GAMIFICATION DISCIPLINE.
Gamicaon as an academic eld,
management and operaons pracce is
sll in its infancy and treated as an original
idea. A denion that is frequently cited in
relave works presents gamicaon as the
incorporaon of game elements into non-
game contexts [24]. The word gamicaon
could refer to games created with the
purpose of turning a resome and hard
task into an engaging acvity, while the
incorporaon of educaonal features is
desirable.
Furthermore, gamicaon may refer to
the evolvement of an exisng structure, like
a website, an enterprise applicaon or an
online community, to an educaonal tool
by applying some of the techniques and
ideas that make games appealing. In other
words, gamicaon is the strategy which
uses game mechanics and techniques in
order to drive user behaviour by increasing
self-contribuon.
Gamicaon is a popular topic among
business professionals as well as the
academia and it is exercised in sectors such
as engineering, medicine and military. It is
described as serious games, poincaon,
behavioural games and games with a
purpose, with the aforemenoned terms
being similar, yet dierent.
The work of Seaborn and Fels [25] is
proposed where several denions of
gamicaon and the related concepts are
categorized and elucidated. Gamicaon
is considered by industries as a tool for
supplemenng branding iniaves, or as
a business strategy tool [26], [27]. In fact,
it has been esmated that by 2015 more
than 50% of organizaons that manage
innovaon processes will gamify some
aspects of their businesses [28].
In the business world and from the
standpoint of the enty that applies
gamicaon on its processes and products,
there are a lot of benets to be gained.
Although they vary from sector to sector,
they can be quaned up to a certain
degree in measurable metrics. Some
of these metrics include engagement,
inuence, loyalty, user generated content,
me spent and viral appeal, and of course
the simple, yet unquanable concept of
fun, which is probably the main reason for
which a game is played.
On the other hand, gamicaon is
cricized because popular gamicaon
strategies are considered sterile, arcial
and simply not interesng enough.
An opposing community is the game
designers who feel that gamicaon
excludes elements like storytelling and
experience, focusing instead on simple
reward systems. Some crics allege that
gamicaon is a populist idea which does
not benet the ordinary user but rather
the business that incorporates it into its
content.
Nevertheless, a scienc approach
of gamicaon is needed. Hamari et al.
[29] searched well-known databases,
including Web of Science, Scopus, Google
Scholar, EBSCOHost, ACM Digital library,
AI Seland Proquest, for papers including
the terms gamicaon, gamif*, gameful
and movaonal aordance in the tle,
abstract, keywords and main body of the
texts.
From the query more than 7,500
texts were collected, comprising peer-
reviewed papers and other works.
From the analysis of the results, only
24 unique, peer-reviewed, empirical
research papers were idened, mostly
from computer science conferences.
Seaborn and Fels [25] conducted a similar
literature survey in EBSCOHost, JSTOR,
Ovid, ProQuest, PubMed, Scopus and
Web of Science databases. All subject
areas were searched, as gamicaon is a
muldisciplinary term, with “gamicaon
OR gamif*” keyword search in books,
journals, conference proceedings, reports,
theses and dissertaons.
The search resulted in 769 works,
reduced to 31 papers aer the authors
processed the data. In this search
conference papers were the larger group
of documents. This can be jused by
the fact that as a relavely new topic,
works appear rst in conferences rather
than scienc journals. The graph of
Figure2 shows that the papers from the
aforemenoned surveys are new and
grow in number each year; note that
although in the second survey there
are nine papers reported for 2013, the
search of the authors covered only the
rst seven months of that year [25].
Nevertheless, there are strong indicaons
that the interest in gamicaon is growing
and more theory papers and empirical
invesgaons are reported in scienc
journals by the day [30], [31].
6. GAMES, GAMERS, GAMIFICATION TYPES
AND GAME MECHANICS
Before examining gamicaon, its building
blocks – i.e. the games themselves – must
be studied. Everybody is familiar with
Figure 2: Literature survey on gamification
EDITION 73: FEBRUARY 2017 4
TRAINING, SIMULATION & GAMIFICATION
games, mainly through experience. Games
have changed over the last 40 years with
the huge technological advancements
of informaon technology and the vast
commercializaon of computers. Although
computer game characteriscs are
recognized almost everywhere, it is argued
that computer games either play a big part
in modern life, or they are a pasme for
male children or teenagers. Stascal data
may be used to exhibit the penetraon
of digital games in modern society and
provide the prole of the average gamer
[32], [33], [34].
Almost 40% of all gamers in the US are
36 years of age or older; thus clearly not
only children play games. The average
gamer age is 37 years, with 12 years of
gaming experience, while gamers older
than 50 years old make up 29% of gamers,
according to 2011 results, with an increase
of 20% since 1999. Furthermore, the
percentage of female gamers in the US
was at 48% in the 2011 results (and likely
growing) while the percentage of female
gamers rose from 10% to 49% in France
from 1999 - 2013. Moreover, female
gamers are mainly so called mobile social
gamers. Actually, the majority of mobile
social gamers older than 28 years of age
are typically female gamers [35].
Games have a signicant presence at
home and at work. It is esmated that 77%
of American households own videogames.
In Germany, 46.6% of employees play
games during working hours and 61% of
CEOs and CFOs do the same.
Games are a signicant feature of one
of the most rapidly growing commercial
industries, mobile technology. In 2015,
nearly 2 billion people own a mobile device
of some sort, and 70-80% of all downloads
on that device are games. About 215
million hours are spent per day in the US
for gaming; 5.93 million years have been
spent in total, playing World of Warcra, a
famous on-line game. Regarding the games
industry, revenue gures are compelling.
The American games industry for 2013
alone was a $21.53 billion market. In 2011,
gamers in Germany spent 380 million
Euros on virtual items and services and
have downloaded 2.6 million games.
From the informaon presented
above, it can be concluded that games
are an important part of modern life in
various cultures, ages, genders, economic
backgrounds and other social features.
Gamers are not only novices either,
as there are also experienced game
technology users. For the laer group
it is easier to assume that games will
eventually enter other parts of social life
like work or educaon. One of the vehicles
that will facilitate that entry is gamicaon.
In support of this statement, it is reported
that 68% of parents are of the opinion that
playing games provides mental smulaon
or educaon.
The basic way of gamifying an
applicaon, process or product is to apply
some of the so-called game mechanics.
Game mechanics are the various
acons, behaviours and control
mechanisms aorded to the player within
a gaming context [36]. Game elements
that can be helpful have been reported
to be achievements, levels, progression,
quests or challenges, status, community
collaboraon, loss aversion, leader boards,
recognizing paerns, collecng, and
nding random treasures [37], [38] [39].
One approach to gamification would
be to implement some or all of the game
elements into an existing application
without essentially changing the
application’s original purpose. Another
approach to gamification would be
to give to applications the form of an
actual game. In the latter approach, a
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careful game type selection is essential.
The most frequent types of games can
be considered puzzle games, adventure
games, simulation games, strategy and
real time strategy (RTS) games, and
edutainment games.
7. INDICATIVE APPLICATIONS OF
GAMIFICATION: CASE STUDIES
Despite the fact that gamicaon is a
relavely new discipline, its applicaon in
many areas can be considered remarkable
and an indicaon of the crical role it will
play in reshaping the global industries,
economy and society.
In educaon and professional training,
gamicaon comes to contribute towards
making STEM curriculums simplied
through learning games, especially in a
highly digized environment as the one
that involves engineers and more.
Gamicaon is oen correlated to
digital game-based learning (DGBL), which
is dened as the use of “…game-based
mechanics, aesthecs and game thinking to
engage people, movate acon, promote
learning and solve problems” [40]. Digital
games have clearly provided a boost in the
eld of gamicaon. Sciensts, who have
grown in a popular culture of video games,
game consoles and on-line mulplayer
games used for entertainment, nd it
logical and easy to use these aspects of
everyday life for the purpose of educaon
and professional training.
KnowRe is an online adapve learning
plaorm that helps students to learn
mathemacs [41], with the use of
graphics, instruconal videos, pracce
problems and real-world applicaons.
Students earn coins for correct answers,
which they subsequently use to unlock
any lessons they wish; they can advance to
the next level only if they have successfully
completed the previous one. A feature
of the system is that it can idenfy each
student’s strengths and weaknesses and
use supporng videos and instrucons
based on its assessments, thereby
personalizing the learning process.
Although aimed at high school students,
KnowRe can be important in the process of
gamifying technical educaon in two ways;
rstly because it is applied on a purely
technical discipline such as mathemacs,
and secondly because it oers a signicant
level of customizaon to the user – a very
useful tool when dealing with individuals
who come from dierent educaonal
backgrounds.
Gamicaon plaorms also exist that
are addressed to engineering problems
and environments. In 2011, Siemens
introduced Plantville, an online gaming
plaorm aimed at employees, customers
and students [42]. It was based on
the hugely successful Facebook game
Farmville and simulated the experience
of being a plant manager. In the game,
players are in charge of a facility and they
have the task of maintaining the operaon
of a plant, while at the same me trying
to improve its producvity, eciency and
sustainability.
In more specialized topics, such as in
engineering, gamicaon includes game
systems in CAD-type environments.
Brough et al. [43] developed the Virtual
Training Studio in which users train to
perform assembly tasks. Li, Grossman
and Fitzmaurice [44] presented GamiCAD,
a gamied tutorial for AutoCAD, based
on missions, scores and rewards.
Furthermore, the Monkey Wrench
Conspiracy project is a rst-person shooter
game that aims to train engineers to move
from 2D to 3D CAD systems. A review on
such systems can be found in the work of
Kosmadoudi et al. [45]. Another example
is the PTC Manikin extension [46], a
parametric 3D CAD/CAM/CAE soware
that provides ergonomic and human factor
analysis capabilies in the Pro/ENGINEER
environment.
Virtual reality training systems (VRTS)
are also popular educaonal tools.
BeWare of the Robot is a VRTS serious
game that simulates the cooperaon
between industrial roboc manipulators
and humans, execung manufacturing
tasks [47], [48]. These digital environments
aim to aid engineers’ study and analyse
interacons between people, products
and work staons in a virtual reality
context. Working in industrial producon
is related to interacon with machines,
or as depicted in Figure 3, with machine
tools.
The trained professional has to achieve
an opmal throughput, provide high
quality products and reduce downmes
to minimum. Using game inspired
features like animated 3D models can help
operators visualize and locate problems in
immense detail. Other issues include the
opmizaon of idle me and movaon
through reward [49].
Addionally, a gamicaon approach
has been designed by the RWTH Aachen
University and tested in cooperaon with
a German car manufacturer in order to
enhance training strategies for workers
in low volume assembly systems, while
increasing ramp-up performance, and
they have achieved promising results [50].
Furthermore, Hauge and Riedel [51]
tested two serious games, namely
COSIGA and Beware, in order to
evaluate gamification for engineering
and manufacturing training. In COSIGA,
a product scenario is introduced and
the player takes all the steps from
specifications to production, considering
several restrictions related to production.
Beware is dedicated to teaching users
of the risks in enterprise networks
and improving player skills in risk
management. It was concluded that the
evaluation of learning outcome is difficult
to be measured and the learning effect
can be assessed when the engineers
put their learning into practice in their
working environment.
Likewise, plantville is an engaging and
informave plant simulaon which puts
the player right in the shoes of a plant
manager at Siemens (Figure 4). The goals
of the game are the same as those of
plant managers in their daily working life,
namely, to improve safety, quality and
delivery, and manage funding maers [52].
Tom Warney, Head of Markeng
and Communicaons at Siemens, sees
Plantville as a tool to raise the interest of
younger generaons in the manufacturing
industry and educate society about the
company and its products.
Finally, Pourabdollahian et al. [53]
employed a set based concurrent
engineering (SBCE) game in order to bring
a hands-on experience on lean product
development. The game was tested in a
real industrial environment of an Italian
company and it was concluded that
the parcipants showed a high level of
engagement.
Applying game technologies in
engineering is a unique business area
(and a quite unique research area).
As a conclusion, we have seen that an
ecient use of exisng digital content
such as 3D technical CAD drawings
together with game technologies is one
of the key elements of gamied industrial
applicaons. At present, we are currently
studying new value creaon, and in our
previous experiments we have studied
how complicated CAD drawings can be
ulized in game development.
These results have been ulized in the
game development of the IndustrySim
demonstraon (in Figure 5) which contains
CAD drawings of a coal red power plant.
This study, including the phases of the 3D
modeling process, has also been described
in detail within IndustrySim: Finding the
Fun in Industrial Simulaons’ [54].
IndustrySim as a case study can be
used here as an example of our research
philosophy. Our research approach has
characteriscs which can be found in
the IndustrySim research framework
presented by Hevner et al. [55]. Both
scienc evaluaons and industrial pilots
have formed an iterave and incremental
design process in which essenal feedback
has been gathered and analyzed for the
next construcon phases.
EDITION 73: FEBRUARY 2017 6
TRAINING, SIMULATION & GAMIFICATION
8. THE GAMIFICATION REVOLUTION:
SIMPLICITY, MOBILITY AND ACCESSIBILITY
Gamicaon seems to become the
next revoluon in industrializaon, as
game technologies come to enrich data
visualizaon, enabling the visualizaon
of something which was not possible
with exisng technologies. The dramac
reducon of STEM graduates demands
simplicity in order to achieve eciency,
sustainability and development of the global
economy. Sciensts in this eld should
increase awareness of next generaon user
interface (UI) design (as we enter the era of
the virtuality connuum).
The bolenecks in this new era are
mainly in standardizaon or in openness,
but one of the bolenecks can be the
uncertainty or a lack of knowhow regarding
how new visualizaon technologies such as
game engines can innovavely be used in
this eld of science.
Simplicity can transmute complexity
and provide controlled, secure, reliable,
measurable fun as well as reducing
knowledge gaps and intellectual
discriminaons. Simplicity can increase the
number of qualied personnel to perform
in controlled environments [57]. Such a
workforce increase will resolve major issues
that exist in the most developed countries
related with the capability, maturity and
qualicaon of their nave populaon and
workforce.
Taking the simplicity issue a step
further, its contribuon to the mobility
can be considered tremendous, with high
economic and developmental impacts.
Simplied applicaons, operaons,
processes, tasks and acvies, through
gamicaon, can be executed in mobile
devices anywhere and anyme.
As technology moves so fast on mobile
technologies, the workstaons of the
very near future will be able to be carried
anywhere (see Figure 4). The combinaon
of simplicity and mobility can give
tremendous advantages to the countries
that can support, deploy and apply such
technologies and management pracces to
their workforces. Put simply, by working in
a simplied and fun environment anywhere
and anyme, producvity increases.
Accessibility is another crical dimension
of gamicaon that together with
simplicity and mobility concludes the
major characteriscs of the gamicaon
revoluon. Accessibility, which seems to be
similar to mobility, is mostly related with
the use of simplied technologies that can
work anywhere and anyme. The nger can
be considered as the device of the future
as it replaces keyboards, the mouse, pens,
and all other input and control devices that
have existed unl now [58]. By not having
to carry all wireless or cabled devices
together with the advanced displays that
provide connuous progress, accessibility
makes mobility much more eecve.
Advanced research on state-of-the-
art displays started in the 2000s with
applicaons on smartphones and tablets
[59]. Imagine displays thin as paper, that
can be folded, and are capable of ng in
a pocket and unfolded enough to cover a
wall, while being easy to carry, share and
use in any desired way. Such displays,
that exist today, bring the concept of
accessibility to a totally new dimension,
which really redenes what mobility
really is [60]. Simplicity gives operaonal
substance to mobility and accessibility.
The next revoluon besides
organizaonal eciency to oer to those
who can aord it is the capability to create
the workforce needed towards achieving,
maintaining, or reaching organizaonal
strategies.
9. GAME DESIGNERS, GAME DEVELOPERS
AND THE GAMING INDUSTRY
The discipline of gamicaon and its
impact in the global economy has been
idened since the turn of the millennium.
Figure 3: BeWare of the Robot VRTS screenshot
Figure 4: Plantville screenshot
7 EDITION 73: FEBRUARY 2017 WWW.PORTTECHNOLOGY.ORG
TRAINING, SIMULATION & GAMIFICATION
Inially, there were the smartphones, and
then the tablets which boosted up the
‘apps’ concept, generang a tremendous
market and global start-up trend. People
tend to believe that just a smartphone
applicaon is enough to make them rich
[61]. To a degree, this might be true as
there have been many success stories
indicang this new emerging economy of
web applicaons and games [62]. On the
other hand this cannot work for everyone
as there is not a market and the nancial
recourses to either sell or fund anything
that fails in this trend. Nevertheless it is
the hope and the opportunity that counts
and not the result [63].
In the game industry it is very dicult to
receive publicity in marketplaces and only
the big brand names have the resources
for aggressive markeng campaigns to
make their apps visible in the major lists.
On the other hand, if gamied soluons
are designed for B2B markets, under a
totally new business strategy and even
marketplace, a new economy can be
revealed.
Innovaon in the contemporary age
is now much associated with web-
applicaons, especially game oriented
ones [64]. This new trend generated the
need for cered game developers as a
new profession to create the disncon
between the professional and amateur in
the global market [65].
Previous studies [66] have analysed
how universies have started to create
game oriented academic courses and
programmes that can be studies at
all levels (BA, BSc, MA, MSc, PhD).
Such programs vary according to the
specializaon of each course and the type
of the university. Academic courses and
programmes exist today in game design,
game development, game applicaon
development, 3D games and animaon,
game storyboard development, game arts,
game engineering, and much more. Such
programmes can be studies for both the
arts (BA, MA) and the sciences (BSc, MSc).
Arts, given academic programs emphasize
more on the creave dimension (concept
art, design, script, animaon, etcetera) of
the gamied applicaons [67], [68], [69]
while the science driven programmes
emphasize more on the engineering
dimension (soware engineering, coding,
graphics, etcetera) [70], [71].
The subjects covered in game design,
game development and game related
courses are not restricted in the
development of actual games but on the
integraon of arts and engineering for
business and pleasure applicaons. They
emphasize all key characteriscs of the
gamicaon discipline (simplicity, mobility
and availability) through the development
of real applicaons, environments, systems
and ecosystems for all industry needs and
at all types of industries.
Game design and development has
turned out to be one of the most popular
academic courses one can aend. The
wide concept of gamicaon, which is
not restricted to actual playable games,
but also to the gamicaon of business
applicaons, aracts some of the most
brilliant minds in arts and engineering with
an extremely promising future. In 2013,
the median salary for a game designer
was US$72,000, while the top salary was
$117,000 at a me when there were
520,800 jobs for game designers, while for
the next ten years there is an esmated
growth rate at least 27.6% per year in both
jobs and salaries [72]. In 2015 the average
salary is $87,000 ($88,000 in California),
while the top salary is $140,000 ($151,000
in California) [73]. This indicates a salary
increase of 15-25% in a year. Therefore,
game designers and developers with
academic qualicaons will lead the
development of an industry that totally
changes the world.
In general, the games industry can be
seen as an exceponal one. The prot
per employee is one of the highest in any
industrial eld. Two years ago Supercell,
with 100-150 employees sold 51% to
Soback for $1.53 billion, while Nokia,
with 60,000 employees was sold to
Microso for $7.6 billion.
Processing those gures further as in
Tables 1 and 2, it seems that the average
value of a Supercell employee – whom are
mostly game designers – is $20,000,000 ($3
billion/150) while the average employee
value in Nokia, mostly ICT engineers, is
$130,000 ($7,8 billion/60.000), giving a
rao of 1:154.
This analysis indicates that one employee
in a top gaming company can generate
154 mes the value of what an employee
can generate in a top ICT company. Both
Nokia and Supercell are considered as
exceponally successful cases, and this
is why they are compared. In general, an
average rao between employee value in
these two industries is probably 1:100.
The Nokia-Supercell case presents
another very interesng index for the
booming development of the gaming
industry. Supercell was established in
2010, and reached a company value of $3
billion in only 5 years (2010-2015), while
the Nokia Corporaon was formed in
1967 (originally Nokia was established in
May 12, 1865; as Tampere Grand Duchy of
Finland, named as Nokia in 1871) and hit a
reach company value of $7.8 billion in 48
years (1967-2015).
10. GAMES AND ‘SERIOUS’ GAMES
Prior to referring to the applicaon of
gamicaon in business management
there is a very important issue that needs
to be claried. There is a misunderstanding
on the contribuon of gaming technology
in business management and operaons,
as games are considered more like
entertainment applicaons. This is not
true as clever game technologies can be
used in business management various
ways (as can entertainment games,
serious games, gamied apps, business
simulaons, and so forth). This is the
reason that the term ‘serious games’ is
used to disnguish entertainment games
from business games.
The term serious game has been
used since the 1960s, long before the
introducon of computer and electronic
devices into entertainment [74]. It was
used to dene gamied processes without
the use of technology as a scenario based
model operang metaphorically as a game
of strategy with probabilies, possibilies
and skills on handling informaon,
condions, decisions and results.
Figure 5: Screenshot (with the GUI disabled) of an example coal-fired power plant built inside
the IndustrySim prototype [56]
EDITION 73: FEBRUARY 2017 8
TRAINING, SIMULATION & GAMIFICATION
This term could be considered quite
correct for the me of its development,
which was nearly 60 years ago, but it is
outdated now, and probably not fair to
be used today in order to disnguish the
entertainment games, as games disnct
from the business games, as serious
games. Many references dene serious
games or applied games as games designed
for a primary purpose other than pure
entertainment. The ‘serious’ adjecve is
generally prepended to refer to products
used by industries like defence, educaon,
scienc exploraon, health care,
emergency management, city planning,
engineering, and polics [75]. This kind
of characterizaon can be unfair to the
entertainment games that do have serious
scenarios, such as technology, graphics,
sound, animaon, eects and other
elements that can turn entertainment
games into unique experiences. Serious
games are actually successful if they are
designed around entertainment game
design principles. A good serious game
must be entertaining, or at least so
immersive that players are highly drawn to
the playing experience.
What is a serious game and what is not
serious cannot and shall not be determined
by the type of its user target group,
funconality or operaons, but solely on its
quality, eecveness and benets to those
using it for a specic purpose. For those
sll insisng on such a categorizaon, the
queson is if the adjecve serious is used
to determine entertainment gaming from
business gaming, and whether it could
also be applied to ‘serious’ and ‘unserious’
academicians, managers, policians, and
so forth.
They all act in a serious or unserious
manner, but they can’t be called ‘not
serious’, even if they are, as there is not
such a ‘serious’ or an ‘unserious’ university,
company or government categorizaon
based on the rankings of a university,
sales of a company, eecveness of a
government or other criteria.
11. GAMIFIED BUSINESS MANAGEMENT
The concept of gamicaon in systems and
technologies is a revoluonary approach
towards resolving many techno-economic
and socio-economic issues that trouble
the (primarily) Western world due to
the connuous lack of qualied human
recourses and unwillingness to step back
or slow down progression and leadership
in all sectors. The same concept can also
be applied in organizaonal management
via gamied processes, organizaonal
structures and operaons towards
achieving higher organizaonal goals [76].
By integrang gamied management
processes, methods, and pracces in
the exisng organizaonal operaons,
management and strategies, organizaons
can increase eciency, producvity,
innovaon and compeveness [77].
The most crical challenge organizaons
are facing, and it seems that they will
be facing for years ahead, are the
idencaon, extracon and ulizaon
of the organizaonal knowledge that
exists in the people as individuals or
teams. Forsten et al. [78] have developed
the so called ProDesim game (a business
simulaon game). In their studies, they
have found that it can be ancipated
that simulaon gaming oers students
the possibility for a quicker adaptaon of
strategic management techniques, which
in turn can lead to a more comprehensive
understanding of strategic management.
Formality and prosperity has created
bureaucracy, and that stands against
movaon, inspiraon, vision, and
creavity at a personnel level. Without
organizaonal knowledge and eecve
strategy management, it is quesonable
whether leadership can be possible
at all [79]. No plan can work if real
and valid knowledge has not taken
into consideraon, integrated with
assumpons, stascs, trends and
management intuion [80], [81].
As long as humans, as employees, have
a role, be it any role in an organizaon,
then their best possible ulizaon
towards achieving knowledge must be a
top management priority. Gamicaon
Figure 6: Organic Light Emitting Diodes Technology and Displays,
Table 1: Employee value between NOKIA and Supercell
DEAL COST EMPLOYEES VALUE OF EMPLOYEE
NOKIA $7.800.000.000 60.000 $130.000
SUPERCELL $3.000.000.000 150 $20.000.000
Table 2: Employee value between NOKIA and Supercell
EMPLOYEE VALUE RATIO CALCULATION RATIO
NOKIA $130.000 100,00% 1
SUPERCELL $20.000.000 15384,62% 153,85
9 EDITION 73: FEBRUARY 2017 WWW.PORTTECHNOLOGY.ORG
TRAINING, SIMULATION & GAMIFICATION
in technological applicaons and systems
has been created to develop the simplicity
needs to make more people parcipate in
using the technology. In the same concept,
gamicaon in management processes will
create simplicity and reduce bureaucracy
for greater parcipaon which results in
more interacon, knowledge generaon
and ulizaon.
12. APPLIED GAMIFIED BUSINESS
MANAGEMENT
The company democracy model has the
ideal structure towards embedding the
gamicaon concept in it. The model has
been purely designed for organizaonal
management via the ulizaon of
organizaonal knowledge. The goals and
objecves of the model can be achieved
faster, easier and beer if gamicaon
management is integrated.
Level one of the model emphasizes on
creang a democrac culture in which
everyone has the capability and opportunity
to contribute with ideas, thoughts,
consideraons, experiences, and any other
type of informaon, towards opmizing
organizaonal operaons. The democrac
approach the model integrated eliminated
bureaucracy and formality, creang an
environment of equal opportunity, not in
theory but in pracce.
By gamifying level one of the model,
the knowledge elicitaon, analysis,
transfer and ulizaon can be more easy,
eecve and fun. The development of a
simplied process in game contents and
frameworks will increase parcipaon,
reduce insecuries, and generated the
best results.
Level two of the model emphasizes
the best possible ulizaon of the
knowledgeable people within the
organizaon. By moving the right people
to the right place in a dynamic organizaon
structure and hierarchy, organizaons can
successfully manage talent and ambion,
as well as anything that comes with it.
By gamifying the tasks and roles given to
those who have knowledge to prove it and
benet from the chance given to them,
the pressure for success is reduced and
beer results can be achieved for both the
people and the organizaon.
Level three of the model ulizes the
proven knowledge, skills and capabilies
developed in level two by placing the
right people at the right places, towards
the transformaon of this knowledge and
skill into new organizaonal produces,
processes, services, projects and
iniaves. Gamied management can
be applied in the development of the
prototypes and pilot iniaves through
which anything new is tested, with a
simplied and gamied involvement of not
only those developing a new iniave, but
also those who can use or judge it.
Level four of the model ulizes the
prototypes and pilot iniaves developed
at level three towards the development of
innovaon through the ones that are or
can be innovave. Innovaon management
via gamied process can result in brilliant
innovaons as they are developed with
the democrac freedom and gamied
simplicity. Likewise, level ve of the model
which emphasises intra-organizaonal
co-opeon and extra-organizaonal
compeon by turning organizaonal
innovaon into compeve advantage,
can also adopt a gamied process toward
analysing compeve advantages with
the simplicity, mobility and adaptability
needed for wider acceptance and stronger
compeveness. Level six of the model
promotes extroversion through the
ulizaon of the compeve advantages
generated at level ve, and can also
adopt gamicaon management in the
way internaonal partners and iniaves
are approached and tested. It is a level
that all the benets of the previous ve
levels are integrated towards achieving
internaonalizaon and extroversion.
The company democracy model is not
EDITION 73: FEBRUARY 2017 10
TRAINING, SIMULATION & GAMIFICATION
the one and only model that can adopt
gamied management. All models in
an organizaonal based management
strategy can integrate gamied processes
and pracces in their structure accordingly.
Once gamicaon will enter into
organizaonal management, expanding
from today’s success in systems and
technology, then game process designers,
game process engineering and other
related professions will emerge to support
this new revoluonary advancement of
the technology in its integraon with
organizaons management for more
promising and eecve results and
opportunies.
13. CONCLUSION
Gamicaon stated as a concept that
became a promising and leading discipline
with current applicaons in technology
and potenal applicaons in management
as well. As the world seeks simplicity to
resolve complexity, gamicaon is not only
a soluon but a strategy as well.
The gamicaon characteriscs based
on simplicity, mobility and accessibility are
strong enough to ignite a revoluon in the
industrializaon period, whose outcome
cannot be predicted at this me. The
adaptaon of gamicaon in technology
brings us closer to the reality many of the
science con scenes once considered far
away. The gamied usage of technology
increases the number of technology
users in a pleasant but also secured and
control environment. Such an increase
of technology users resolves many socio-
economic issues, especially in a developed
country which loses more and more of its
qualied workforce.
Gamicaon enters also into the
cognive science trend, which is based on
knowledge management and ulizaon.
Developing technology that can be used
by all, at all mes, with pleasure, security
and control, requires more than technical
and arsc experse.
Knowledge management in gamicaon
has a signicant role in the development
of gamied technologies but also gamied
organizaonal management models.
Simplicity and pleasure are the keys to
unlocking the complexity and knowledge
acquision towards achieving goals and
strategies that involve more and more
people in it. The art, science, management,
discipline, and strategy of gamicaon,
whatever this can be, or whatever it is,
for sure will have a strong, if not the
strongest impact, in the global economy
and society. It is too early to characterize
what gamicaon really is and what it can
do, but it will certainly be the subject of a
lot of research and management work for
years ahead.
ABOUT THE AUTHORS
Prof. Dr. Eng. Evangelos Markopoulos is an
expert, entrepreneur and scholar on Process
and Project Engineering and Management
and on Technocrac Enterprise Engineering,
Innovaon Management, Technology
Brokerage and Technocrac Investments
Management. He received his BS and MSc
on Computer Science and his PhD on ICT
Project and Investments Management. As
a Computer Scienst he worked mainly in
the USA and at ΙΒΜ, at Siemens and at
Bell Laboratories of AT&T. In his Academic
career he taught (Computer Science and
Mathemacs) as Adjunct Professor, and
worked as a Research Fellow in Research &
Development programs, in Universies and
Technical Instuons in Greece as well as in
related instutes and laboratories (Vaasa
University-Finland, Brunel University-UK,
Tampere University of Technology-Finland,
City University of New York-USA, University
of Piraeus-Greece, Gauss Instute-
Germany). As an innovave entrepreneur
and businessman later on, he established
and managed Sparthink (www.sparthink.
com), (a soware development company
in San Francisco specialized on iOS, Android
and Gaming Applicaons and Technologies),
but also the EMPROSS Group from:
EMPROSS Strategic IT Consultants, Athens,
Greece (Project Management), ANDgate
Technologies, Nicosia, Cyprus (Enterprise
Engineering), SmartGATE, Cairo, Egypt
(Innovaon Management). He invested
and developed a number of technologies,
patents and innovaons in Process and
Project Management and Engineering,
turning them all into applicable products
and services.
Prof. Dr. Eng. Angelos Markopoulos has
research, academic and professional and
business career in the eld of mechanical
engineering and informaon and
communicaon technology. His academic
career began at the Naonal Technical
University of Athens where he was
involved in research on advanced materials
management models in nanotechnology
applicaons. His research connued
to Hungary where he parcipated in
a special research team studying the
praccal applicaons of nanotechnology in
engineering. Prior his current professorship
at the Naonal Technical University of
Athens, he was a professor at University
of Thessaly, and also the University
School of the Armed Forces, mostly Air
Force Academy Air Force and the Naval
Academy in the Navy, teaching Mechanical
Engineering and Informaon Technology.
Panagios (Panos) Markopoulos is an
undergraduate student of Games Design
at the University of Arts London, College
of Communicaon, School of Design. His
areas of interest are concept design, gaming
environments, script and storyboard scenarios
and concept realizaon. He has professional
experience in the game design industry as a
member of a game design team in Rebel Crew
Games, a European Award Winner games
design company, but also in Sparthing (iOS/
Android and Gaming Technologies).
Prof. Dr. Mika Luimula is Head of the
Game Laboratory in the ICT Unity at
Turku University of Applied Sciences. Dr
Mika Luimula is working as a Principal
Lecturer in game development for Turku
University of Applied Sciences. He holds
a PhD in Informaon Processing Sciences
and a MSc in Mathemacs. Dr Luimula
is a Research Group Leader of Futurisc
Interacve Technologies and is leading game
development R&D acvies in Turku Game
Lab. His research interests include game
development, gamicaon, serious games,
health informacs, and locaon-aware
systems. In 2014, he received the Work-In-
Progress Award in IEEE VS-Games Conference
with his colleagues. Dr. Luimula has also
extensive research and industrial experse
on mobile and ubiquitous compung and
cognive transportaon systems. He has
published around 70 scienc papers in the
above menoned research areas.
ENQUIRIES
Evangelos Markopoulos
University of Vaasa (UVA), School of
Technology, Department of Producon,
FI 65101, Vaasa, FINLAND
evangelos@sparthink.com
Angelos Markopoulos
Naonal Technical University of Athens (NTUA),
School of Mechanical Engineering, Department
of Manufacturing Technology, Heroon
Polytechniou 9, 15780, Athens, GREECE
amark@mail.ntua.gr
Panos Markopoulos
University of the Arts London (UAL), London
College of Communicaon, School of Design,
Elephant & Castle, SE1 6SB, London, UK
p.markopoulos@arts.ac.uk
Mika Luimula
Turku University of Applied Sciences (TAMK),
School of Informaon and Communicaon
Technology, Game Laboratory. Turku
University, Turku, FI 20014, FINLAND
mika.luimula@turkuamk.
11 EDITION 73: FEBRUARY 2017 WWW.PORTTECHNOLOGY.ORG
TRAINING, SIMULATION & GAMIFICATION
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EDITION 73: FEBRUARY 2017 12
TRAINING, SIMULATION & GAMIFICATION