Gamification and the marketing of agricultural machinery
Jaiswal, Suraj; Tarkiainen, Anssi; Choudhury, Tuhin; Sopanen, Jussi; Mikkola, Aki (2021-05-31)
Post-print / Final draft
Jaiswal, Suraj
Tarkiainen, Anssi
Choudhury, Tuhin
Sopanen, Jussi
Mikkola, Aki
31.05.2021
Routledge
School of Energy Systems
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© Routledge 2021
© Routledge 2021
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi-fe2021111855809
https://urn.fi/URN:NBN:fi-fe2021111855809
Tiivistelmä
This chapter introduces an implementation of gamification for the simulation modeling of agricultural heavy machinery. The objective of this study is to demonstrate how adding a gamification platform can both streamline the development process for a complex machine and enhance its marketing. To achieve this objective, a farm tractor is described with a physics-based multibody dynamics approach to provide realistic dynamic simulation in real time. The human-in-the-loop aspect of the simulation model enables “drivers” to select alternative feature options that affect dynamic performance. Moreover, adding gamification to the user-parameterized machine simulation model makes it more engaging and motivating, because it introduces to the driving experience game elements such as goals, curiosity, challenge, fantasy, and control. Marketing and sales teams also benefit from model gamification by exploiting the game data produced, the improved ability to readily demonstrate machine features, and the more compelling experience enjoyed by the users to launch new and more fruitful marketing and sales opportunities. The main scientific contribution of this study is its demonstration of an implementation of gamification for simulation modeling, the usefulness of adding the gamification elements, and how these additions can lead to improved product development and marketing processes.
Lähdeviite
Jaiswal, S., Tarkiainen, A., Choudhury, T., Sopanen, J., Mikkola, A.: Gamification and the marketing of agricultural machinery. In Real-time Simulation for Sustainable Production: Enhancing User Experience and Creating Business Value, Routledge (2021)
Alkuperäinen verkko-osoite
https://www.taylorfrancis.com/chapters/edit/10.4324/9781003054214-9/gamification-marketing-agricultural-machinery-suraj-jaiswal-anssi-tarkiainen-tuhin-choudhury-jussi-sopanen-aki-mikkolaKokoelmat
- Tieteelliset julkaisut [1507]