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Ergonomics of Gamified Systems in 5.0 Workplaces

  • Université de Lorraine

Research output: Contribution to Book/Report typesBook Chapterpeer-review

Abstract

Gamification introduces new ergonomic practices by incorporating interaction models inspired by video games to shape modern work systems. It rests on the premise that this approach will make work more hedonic, engaging, and motivating, ultimately transforming the human-machine relationship and the nature of work itself. In this vision, work is no longer seen as inherently alienating or effortful, but rather as a potential space for personal fulfillment and meaningful engagement. This chapter offers both a comprehensive literature review on the gamification of work environments and a critical reflection on its ethical dimensions. We have identified key considerations that can enable ergonomists to contribute to the design of gamified systems that are not only effective but also satisfying at the individual, organizational, and societal levels. Finally, this chapter highlights concrete strategies for integrating ethical principles into design processes to anticipate and mitigate the risks and unintended consequences associated with gamification.

Original languageEnglish
Title of host publicationErgonomics 5.0
Subtitle of host publicationImproving Efficiency, Productivity and Contentment in the Workplace
PublisherCRC Press
Pages188-207
Number of pages20
ISBN (Electronic)9781040533994
ISBN (Print)9781032906447
DOIs
Publication statusPublished - 1 Jan 2026

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