AGAVE: Applied Gamification And Visualization Enhancements - for cultivating onsite operator training and improving quality of work life.
In the AGAVE project, we worked on implementing gamification at a Novo Nordisk factory. The goal was to develop a planning game that, through multiple levels, could train employees to use their new planning system. The game was successful, as it effectively combined learning and engagement by challenging players to gradually master complex system functions while solving realistic production challenges.
Furthermore, the AGAVE project explored an innovative approach to game development by introducing Idle Time Games, specifically designed to utilize natural pauses in the workflow for shop floor workers. These games, developed by BioLean for Novo Nordisk and Novonesis (formerly Novozymes and Chr. Hansen), proved to be remarkably successful. The games allowed employees to use downtime to either enhance their professional skills or refresh knowledge that was seldom applied in their daily routines. By integrating learning into this form of game experience, we succeeded in creating an engaging and effective method for continuous development and knowledge reinforcement, which simultaneously improved productivity and workplace satisfaction.
Also, we worked with developing an online Quality of Work Life assessment tool, since QWL is a key indicator of both a company’s success and employee well-being. It helps management and HR measure job satisfaction, identify issues, and improve worker happiness. However, many employees dislike filling out traditional questionnaires, especially if their QWL is low, as it can feel like another stressful task. To address this, we developed a playful tool called “WorkVoyage” to assess QWL. Our testing showed that WorkVoyage is highly reliable, provides a more engaging alternative to standard surveys and served as a good way for screening working environments regarding QWL. By allowing employees to explore a playful environment and rate various situations, this approach may lead to more accurate insights into work satisfaction, offering a fresh way to evaluate QWL.
Game design
- Chromatography novice/mentor game
- Control room game
- Centrifuge process game
- Planning dynamic operations game
Evaluating Quality of Work-Life
- The fully functional WorkVoyage online assessment tool.
- Methods to evaluate QWL based on the WorkVoyage tool.
Dissemination
- Konzack, L. (2024). Gamification and Industry 4.0: Gamified Smart Manufacturing. Routledge.
- Konzack, L. & Højsted, A. (2022). Theoretical Foundation for Industrial Gamification. ECREA
- Konzack, L. (2024). Achievement Unlocked. Unveiling the Potential of Gamified Education. Science Mashup.
- Konzack, L. (2024). Classification of Games-Based Learning for Industry 4.0. Games-Based Learning Virtual Conference.
- Castaño Díaz, CM., Underwood, N.L., Gaardbo, J.E. Bjoerner, T., Schoenau-Fog, H. (2023). Preliminary steps in developing a playful survey for evaluating Quality of Work Life.
- Castaño Díaz, CM., Underwood, N.L., Schoenau-Fog, H., Bjoerner, T., Berle, K. and Kreyer, A. (2025). WorkVoyage: Revolutionising Quality of Work Testing Through Playful Evaluation.
External
Henrik Schønau Fog (Associate professor, AAU)
Nancy Louise Underwood (Research Assistant), AAU
Funding
Project period: 2021 - 2024
Contact: Lars Konzack