Open Access Open Access  Restricted Access Subscription or Fee Access

Gamification Procedure Based on Real-Time Multibody Simulation

(*) Corresponding author

Authors' affiliations



Gamification aims to redirect the motivating power of game mechanics towards a non-entertainment field to encourage user engagement. In the field of mechanical engineering, the gamification concept can be combined with real-time multibody simulation. The objective of this paper is to demonstrate how gamification can be used to analyze user experiences of a mobile machine. As a case study, an excavator is modeled using a semi-recursive multibody formulation. The excavator model is customizable and offers different sizes for a bucket and dipper arm’s hydraulic cylinder. In the excavator model, gamification introduces game elements: goals such as filling the industrial hopper, obstacles such as utility poles, challenges such as fuel gauge, time constraint such as a timer, and fantasy element such as visualization graphics. The effect of different product features, such as the hydraulic system parameters, on the users’ performance are analyzed. A product development team can utilize this information to improve the product design.
Copyright © 2018 The Authors - Published by Praise Worthy Prize under the CC BY-NC-ND license.


Gamification; Multibody System; Product Development; Real-time Simulation; Users

Full Text:



M. J. Nelson, Soviet and American precursors to the gamification of work, Proceeding of the 16th International Academic MindTrek Conference, pp. 23–26, Tampere, Finland, October 2012.

A. Remi-Omosowon, R. Cant, and C. Langensiepen, Applying gamification principles to a container loading system in a warehouse environment, Simulation Notes Europe SNE, Vol. 26(Issue 2):99-104, June 2016.

G. P. Gasca-Hurtado, M. C. Gómez-Alvarez, M. Muñoz, J. Mejía, Gamification proposal for defect tracking in software development process, Proceedings of the 23rd European Conference on Software Process Improvement, pp. 212–224, Graz, Austria, September 2016.

T. Leclercq, I. Poncin, and W. Hammedi, The engagement process during value co-creation: Gamification in new product development platforms, International Journal of Electronic Commerce, Vol. 21(Issue 4):454-488, September 2017.

I. Poncin, M. Garnier, M. S. B. Mimoun, and T. Leclercq, Smart technologies and shopping experience: Are gamification interfaces effective? The case of the smartstore, Technological Forecasting and Social Change, Vol. 124:320-331, November 2017.

M. Komeijani, E. G. Ryen, and C.W. Babbitt, Bridging the gap between eco-design and the human thinking system, Challenges, Vol. 7(Issue 1):1-16, March 2016.

A. Signoretti, A.I. Martins, M. Rodrigues, A. Campos, A. Teixeira, Services and products gamified design (SPGD): A methodology for game thinking design, Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, pp. 62–68, Vila Real, Portugal, December 2016.

A. Abi Akle, I. Lizarralde, Helping inhabitants in energy saving and getting inputs from usage for eco-design: Cooking case study, Proceedings of the 21st International Conference on Engineering Design, pp. 41-50, Vancouver, Canada, August 2017.

J. Holth, and M. A. Schnabel, Immersive virtual environments as a tool for exploring perceptional space, International Journal of Parallel, Emergent and Distributed Systems, October 2017.

D. S. Bae, J. M. Han, and H. H. Yoo, A generalized recursive formulation for constrained mechanical system dynamics, Mechanics of Structures and Machines, Vol. 27(Issue 3):293-315, January 1999.

J. G. De Jalon, E. Bayo, Kinematic and dynamic simulation of multibody systems: The real-time challenge (Springer-Verlag, 1994).

H. M. Handroos, and M. J. Vilenius, Flexible semi-empirical models for hydraulic flow control valves, Journal of Mechanical Design, Vol. 113(Issue 3):232-238, September 1991.

M. Moore, J. Wilhelms, Collision detection and response for computer animation, Proceedings of the 15th Annual Conference on Computer Graphics and Interactive Techniques, pp. 289–298, Atlanta, United States of America, August 1988.

S. Gottschalk, M.C. Lin, D. Manocha, OBBtree: A hierarchical structure for rapid interference detection, Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, pp. 171–180, New Orleans, United States of America, August 1996.

E. Drumwright, A fast and stable penalty method for rigid body simulation, IEEE Transactions on Visualization and Computer Graphics, Vol. 14(Issue 1):231-240, January/February 2008.

T. J. Brigham, An introduction to gamification: Adding game elements for engagement, Medical Reference Services Quarterly, Vol. 34(Issue 4):471-480, October 2015.

M. Rajanen, D. Rajanen, Usability benefits in gamification, Proceedings of the 1st International GamiFin Conference, pp. 87–95, Pori, Finland, May 2017.

B. Reeves, J. L. Read, Total engagement: Using games and virtual worlds to change the way people work and businesses compete (Harvard Business Press, 2009).

B. Render, R. M. Stair, M. E. Hanna, T. S. Hale, Quantitative analysis for management (Pearson, 2015).

Z. O’Leary, The essential guide to doing research (Sage Publications, 2004).

S. Kvale, Doing interviews (Sage Publications, 2008).

B. He, W. Tang, and J. Cao, Virtual prototyping-based multibody systems dynamics analysis of offshore crane, The International Journal of Advanced Manufacturing Technology, Vol. 75(Issue 1-4):161-180, October 2014.

M. Mohammadi, Parameterization and real-time simulation of an excavator, Master’s thesis, Dept. Mech. Eng., Lappeenranta University of Technology, Lappeenranta, Finland, 2017.


  • There are currently no refbacks.

Please send any question about this web site to
Copyright © 2005-2024 Praise Worthy Prize