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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Advantages and challenges of extracting process knowledge through serious games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Thomas Schemmer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jenny Reinhard</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Philipp Brauner</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Martina Ziefle</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Human-Computer Interaction Center</institution>
          ,
          <addr-line>Campus Boulevard 57</addr-line>
          ,
          <institution>RWTH Aachen University</institution>
          ,
          <addr-line>52074 Aachen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <fpage>11</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>Digitalization promises huge improvements in various domains, such as production, health care, or mobility, through the integration of big data and artificial intelligence (AI). However, AI often builds on labelled data but labeling data can be complex or expensive, depending on both the properties of the data and access to people with domain knowledge. In particular, an underexplored field is capturing process knowledge, i.e., knowledge about the relationships among process steps. In this work, we propose and evaluate a game-based approach for capturing process knowledge. Taking the cooking domain as an example, we developed a prototype, in which players act as chef and cook dishes following their own recipes while each action is logged. The captured data is then compared to ground-truth models of common recipes. While the quantitative evaluation shows a decrease in motivation as well as fewer logged steps, qualitative feedback from participants identifies possible improvements of the concept. In summary, games can be a suitable approach for extracting experts' process knowledge, when certain user requirements are considered.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Process knowledge</kwd>
        <kwd>knowledge harvesting</kwd>
        <kwd>process mining</kwd>
        <kwd>knowledge extraction</kwd>
        <kwd>domain expertise</kwd>
        <kwd>serious games</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Sustainable knowledge management is a key
topic in numerous domains, such as
production [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], health care [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], and
management [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. One particular question is how
(expert) knowledge can be systematically
captured digitally so that it can later be used as a
knowledge base, for training, or for the creation of
data-driven decision support systems [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]–[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
While capturing specific types of knowledge is
easy and can build on a vast pool of novices (for
example, massive image classification via
MTurk [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]), capturing expert knowledge becomes
hard when access to experts is limited, expensive,
or the tasks to be captured are complex [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>In this paper, we consider the special case of
capturing domain-specific process knowledge,
i.e., when not individual items need to be
classified or labelled but when also the
6th International GamiFIN Conference 2022 (GamiFIN 2022),
April 26-29, 2022, Finland
EMAIL: lastname@comm.rwth-aachen.de (A. 1 – A.4);
ORCID: 0000-0002-8584-0126 (A. 1); 0000-0003-2837-5181 (A.
3); 0000-0002-6105-4729 (A. 4)
️© 2022 Copyright for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>CEUR Workshop Proceedings (CEUR-WS.org)
relationships between different entities are of
interest. A question in this area is if the
digitization of knowledge can be improved by
amplifier concepts such as gamification or serious
games in terms of the amount of data or data
quality and whether this can be linked to
individual user characteristics. Although our
research addresses the extraction of expert
knowledge from process planning in
manufacturing in the long term, here we consider
process knowledge that many people have: The
preparation of food with the recipes as
manifestations of their process knowledge. At a
later stage, we will transfer our concept and
findings to the production domain.
1.1.</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>
        In the long run, we aim at generating a digital
representation of the process knowledge from
experienced process planners in textile
engineering. On the one hand, this sector is
characterized by domain experts that have much
tacit experiential knowledge or even knowledge
in motor memory. On the other hand, most
companies in the sector are often reluctant to
exploit the opportunities offered by digitization
and digital knowledge management [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Consequently, the potential of capturing and then
using digital knowledge for training or building
automated decision support systems is untapped.
      </p>
      <p>
        Currently, process planning is more manual
than digital: Planners usually write down their
executed steps for a certain production process on
paper, shortly after manufacturing the
product [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Normally, this only includes the
steps taken and not the reasoning behind the
decisions. To make these textual artifacts usable
for building training materials, knowledge bases,
or for training an AI, they must be digitalized and
formalized. Yet, this is cumbersome and
errorprone for the workers, as many modern tools that
are used within production settings, such as Excel,
are confusing due to poor user experience and
complexity [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Also, multiple workers will note
down information differently, so the resulting
digitalized information must be unified.
      </p>
      <p>
        Another approach for gathering the required
process knowledge might be to interview workers
to formulize plans for several different products
and ask for their reasoning in interviews [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Yet,
this would be more cumbersome, as this would
require additional staff for conducting the
interviews, the interviews would have a limited
time frame and would thus require focusing on the
most important or difficult cases only [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        Both approaches face two difficulties. First,
they require the worker to work in a repetitive
setting, which reduces internal motivation [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
Second, the data would need to be digitalized,
which would require human classification and
domain expert knowledge, and additional
computational overhead.
1.2.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Vision and approach</title>
      <p>As a solution for these problems, we propose
serious games as a method for extracting
industrial process knowledge. Experts would
playfully interact with a (simulated) production
environment and thus share their experience and
expertise with a system that captures all
interactions. The knowledge captured digitally
can then be used to train AI models for automation
or decision support.</p>
      <p>In our serious game, the worker is intended to
play inside a gamified version of the shop floor,
where all tools, machines and resources are
available. As before, the player then gets
prompted to manufacture certain products, while
the game tracks his actions.</p>
      <p>However, as this field is not yet researched, we
conducted a proof-of-concept study, providing
first insights on the pros and cons of our approach.
To be able to reach more participants for the first
proof-of-concept study, we realized a game for
extracting cooking process knowledge instead of
the specialized industrial use case. This allows us
to gather extensive feedback more quickly,
without the need for experts with their specific
domain knowledge. The core idea should then be
transferable to production use-cases, such as
textile engineering, in the future.</p>
      <p>Compared to previous approaches, this would
have multiple advantages. One, the knowledge is
immediately available, so the digitalization and
unification would be simpler, faster, and more
accurate. Two, serious games have shown an
increase in motivation, which would favour the
workers. The increased motivation could lead to
increased productivity, benefiting the companies.
Three, the time spent gathering the logs could be
reduced, as all input will be stored in one place.</p>
    </sec>
    <sec id="sec-4">
      <title>2. Related work</title>
      <p>This chapter introduces the core concepts of
our vision and relates these to existing research.
2.1.</p>
    </sec>
    <sec id="sec-5">
      <title>Serious games</title>
      <p>
        A Serious Games (SG) is a (often
computermediated) game whose goal is not primarily
entertainment, but that convey knowledge or
behaviour change [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. They usually use
simplified abstractions of problems and are thus
not necessarily complete [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In our case, we
would build on the persuasive potential of
games [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] to motivate people to share domain
specific process knowledge. Note that SG differ
from gamification, where unaltered activities are
reinforced with game elements, such as timers,
points, badges, or leaderboards [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]–[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        Both gamification and SG have shown success
in medical contexts, (e.g., reminding people to
wash hands properly [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]), personal
education (e.g., increased learning of a new
language [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] or to nudge students to learn
efficiently [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].), but also in production (e.g., to
convey knowledge and to study human behaviour
in supply chains [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]).
      </p>
    </sec>
    <sec id="sec-6">
      <title>2.2. Knowledge process mining extraction and</title>
      <p>
        Knowledge Extraction (KE) is the act of
gathering knowledge about a topic from
structured sources, such as databases or XML, or
unstructured sources, such as texts, images or—as
in our case—games. The main goal is to create a
ruleset or history for an AI to reason upon, to
accurately predict solutions for the future. A very
common approach is to create triplets, which are
small information bits, linking multiple topics to
each other. If enough triplets are created, one can
follow this reasoning chain to create new
information. This concept was the basis for the
creation of the reasoner pellet [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. KE is also
used in medicine, either to provide data for dietary
recommender systems [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] or to scrape patient
information from clinical data [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
      </p>
      <p>
        While the above examples all focus on creating
rulesets, Process Mining (PM) is working towards
a unified process model [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. This model can then
be used to compare it with running work iterations
or reasoned from. PM extracts information from
event logs, which is a collection of activities,
together with timestamps and process identifiers.
PM defines a process as a theoretical series of
activities (or actions of the worker), whereas a
specific execution of this process is called a trace.
Similar traces are grouped together, creating a
variant, which in turn are used to create the model.
PM also defines several disparity measurements
between a variant and the model [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. PM is
widely used in business, as their production log is
the ideal candidate to reason upon [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
Computing a ruleset from a given dataset is
difficult, as a wide variety of individual deviations
as well as unification must be considered.
      </p>
      <p>
        The combination of PM and gamification is
promising, as they complement each other. This
has been done in some cases, but not many in an
industrial setting. For example, [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] used PM to
classify data collected from a gamified
experiment. We on the other hand would like to
use gamification to create a better process log. In
contrast, [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] created a gamified environment in a
production setting, but without extracting or
analyzing knowledge. Their evaluation showed
mixed results, as tasks were completed faster but
also failure rates increased.
      </p>
      <p>
        As a reverse, [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] and [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] used gamification
elements to facilitate learning in an industrial
setting, either to teach lean manufacturing, or to
identify warning indicators. While the authors
used gamification in an industrial use-case, they
focused on learning for the user, not extracting
knowledge from them.
      </p>
      <p>This overview highlights the missing research
into combining PM and gamification. Both have
previously shown benefits on their own, but only
rarely together. Especially in the industrial
usecase, where PM is widely used, the lack of a
combined approach is glaring.
2.3.</p>
    </sec>
    <sec id="sec-7">
      <title>Motivation</title>
      <p>
        The major benefit for the workers would be
higher hedonic motivation while sharing
knowledge. Psychology divides motivation into
intrinsic ("I work on this topic because it is fun.")
and extrinsic ("I work on this topic because I get
paid for it") motivations [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. Here, intrinsic
motivation is more important, as extrinsic
motivation quickly degrades and tasks are not
continued if the rewards decrease.
      </p>
      <p>
        How can motivation be measured? Motivation
can either be measured by using psychometric
scales or by observing behaviour. Regarding the
former, the Situational Motivation Scale (SIMS)
is a validated scale that measures four dimensions
of motivation, namely Intrinsic Motivation,
Identified Regulation, External Regulation and
Amotivation [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. For the latter, the Free-Choice
Measurement (FCM) can be used: Without any
external control people can do a task or interact
with a system. The time people invest is then an
indicator of a persons’ motivation [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ].
Combining both, SIMS and FCM, will provide
richer reasoning behind the users’ behaviour.
2.4.
      </p>
    </sec>
    <sec id="sec-8">
      <title>Research gap and objective</title>
      <p>The extraction of process knowledge has been
insufficiently solved so far. Serious games
promise to motivate people to interact longer in a
virtual environment and thus make capturing their
process knowledge possible by logging their
interactions. In this paper we investigate if process
knowledge can be captured by means of a SG,
whether a SG achieves better results than a control
condition, and what role user diversity and
motivation play. Our research is guided by the
following hypotheses:</p>
      <p>H0: Process knowledge can be captured by
means of a SG.</p>
      <p>As SG are often suggested as being more
motivating, we compare the SG with a
functionally equivalent control condition and
postulate:</p>
      <p>H1: Users of the serious game for knowledge
harvesting report higher motivation than users of
a control environment.</p>
      <p>H2: User factors influence reported motivation
after of the serious game</p>
      <p>SG promise higher motivation and higher
motivation goes hand in hand with higher
performance. Therefore, the following two
hypothesis address the</p>
      <p>H3: A serious game captures more process
knowledge compared to the control condition.</p>
      <p>H4: A serious game provides more accurate
process knowledge compared to the control
condition.</p>
      <p>H5: Higher motivation leads to more accurate
process knowledge that can be captured.</p>
      <p>Hypotheses H1 and H2 focus on the users’
motivation, whereas H3 and H4 address the
benefit of KE by means of a SG. H5 connects both
aspects, providing pointers for further research.</p>
    </sec>
    <sec id="sec-9">
      <title>3. Implementation of conditions</title>
      <p>To evaluate the feasibility of process KE by
means of SG, we implemented a low-poly kitchen
game using the Unity3D engine. We used WebGL
to make the game accessible to participants using
a browser, featuring keyboard and mouse input. It
is designed as a top-down, fixed-perspective
camera. Participants play a chef interacting with
the different components of the kitchen. Figure 1
shows a screenshot of the game with the chef
walking to the fridge.</p>
      <p>The goal of the game is to extract the recipes
for several dishes from the players by capturing
their interactions in the virtual kitchen (i.e., to
extract process knowledge in the cooking
domain). To achieve this, a prompt displays only
the name of the dish and the player is then given
interaction opportunities to perform the steps
he/she would take to cook the dish in real life.</p>
      <p>Each interactable component in the game is
modelled as either distinct cupboards, crates, or
machinery. Cupboards hold container, i.e., pots
and pans. Crates contain ingredients and
machinery is e.g., an oven. Each container can
hold an infinite amount of ingredients to reflect
the different steps of a recipe, such as adding
tomatoes. The container, and therefore the
contained ingredients, can be cooked, baked and
seasoned. The ingredients are divided into dairy
products (milk, cheese, eggs), meats (fish, beef,
minced beef), carbohydrates (noodles, bread) and
vegetables (paprika, onions). Each category is
contained in its own crate or inside a fridge. We
choose these ingredients to allow for many
possible recipes. Additionally, some of these
ingredients can be cut into smaller pieces.</p>
      <p>There are three distinct forms of interaction of
increasing complexity: cutting ingredients,
seasoning and cooking. Cutting ingredients will
always result in the same outcome without any
choice of the player. Seasoning recipes have a
wider variety of choices, but it is generally
understood to have only a small effect on the
result. This is different to cooking, as—depending
on the heat and time settings—it is possible to
burn dishes in real life. To keep the complexity of
the game low, burning dishes is not possible in the
game. Figure 2 displays the user interface for
interacting with the stove. The player can choose
the heat level, as well as the duration and can see
a preview of the current ingredients.</p>
      <p>Stove</p>
      <p>There are two kinds of recipe queries in the
game: mandatory and free choice. Free choice
recipes are not logged, and players can decide
how many recipes they want to complete. Only
the amount of completed free choice recipes will
be used as a metric. Conversely, to complete an
experiment each player must recreate the five
mandatory dishes as recipes in the game. The
recipes are green salad, omelettes, greek salad,
burger and spaghetti bolognese. All interaction
for these recipes is logged into a database,
creating a process log. This allows a direct
analysis of the resulting process models with the
help of PM tools.</p>
      <p>PM allows for either the recreation of a process
model from a sufficient log, or conformance
checking the log with a ground truth model. We
have chosen the latter, as creating an accurate
model would require hundreds of traces, which
will not be feasible for early evolution of the
concept. We have therefore created ground truth
models for each of the mandatory recipes. The
ground truth model for a burger is depicted in
Figure 3. This model follows standard PM
notation. Rounded rectangles represent different
activities, + denotes an AND transition, whereas x
denotes an XOR transition. Note that this model
allows multiple vegetables by heaving a loop.
+
x</p>
      <p>MincedMeat</p>
      <p>Cook
CUTSalad
CUTTomato
CUTBread
x
+</p>
      <p>HandIn</p>
      <p>We created an additional, functionally
equivalent, drag-and-drop web interface as a
control setting. This interface was intentionally
designed in a bland, unenticing way to reflect the
visuals of modern tools such as Excel. It does not
include any form of gamification. All interactions
and resources that are available in the cooking SG
are also available in the control condition. Error!
Reference source not found. depicts the
interface.</p>
    </sec>
    <sec id="sec-10">
      <title>4. Evaluation</title>
      <p>To evaluate the general feasibility of our
approach, we conducted a user study with the SG
and a control group. The following sections
present our experimental method, the sample, and
the main results of the study.
4.1.</p>
    </sec>
    <sec id="sec-11">
      <title>Method</title>
      <p>The participants of our study were randomly
assigned to either the SG or the control condition
(game type as a between-subject factor). The
control group is introduced to a bland drag and
drop interface. Both groups have the same
interaction possibilities and target recipes and
were exclusively played on a computer.
Participants were recruited from friends and the
websites Positly and PollPool during May 2021.
Due to the pandemic restrictions, they were able
to choose their own place to partake in the
experiment.</p>
      <p>
        As independent variables, we collected the
participants’ demographics using an online survey
on Qualtrics, such as age, sex, as well as job type
and -field. To further evaluate the influence of the
effect of exploratory user factors, we further
measured the participants’ attitudes towards
technology [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ] and their attitude towards games
on 5-point Likert scales under the assumption that
experienced players might evaluate the game
differently than people who don’t enjoy playing
games. Cronbach's α shows that both scales have
a high internal consistency (gaming α=.916,
attitude towards technology α=.911).
      </p>
      <p>As dependent variables we measured a) the
participants’ motivation after the interaction using
the SIMS scale (intrinsic motivation α=.946,
internal regulation α=.862, external regulation
α=.837, amotivation α=.811), b) the number of
process steps done for a recipe, and c) the quality
of the recipes cooked by the participants measured
by PM’s fitness measure. For the last two
measures, log files captured the interactions with
the system and thus the process steps while
preparing the dishes.
4.2.</p>
    </sec>
    <sec id="sec-12">
      <title>Description of the sample</title>
      <p>Overall, 60 people participated in the study, 21
in the SG (34%) and 39 in the control condition
(64%). Most of our participants were in the age
range between 18–30 years and most of the
participants were women (61%). In terms of their
current employment, our sample was diverse,
with participants working in technical and
nontechnical domains (see Figure 6).</p>
    </sec>
    <sec id="sec-13">
      <title>5. Results</title>
      <p>In the following, the results of the experiment
are presented in the order of the hypotheses.</p>
      <p>Can process knowledge be captured by
means of a serious game? First, we investigated
whether process knowledge can be generated
from the interaction logs of both the SG and the
control condition and what the quality of the
captured process knowledge is.</p>
      <p>Across the five different recipes from the
experiment, the participants performed on
average 11 steps per recipe (see Figure 8). The
resulting average fitness is .51 and thus
satisfactory, with the fitness of the captured
process model for the green salad being highest
and for spaghetti being lowest).</p>
      <p>Is the serious game more motivating than
the control condition? To compare the reported
Intrinsic Motivation between both conditions, we
calculated a Mann-Whitney U (MW-U) test.
Although the median Intrinsic Motivation appears
lower for the SG condition (md=3.5) than for the
control condition (md=4.7), this difference is not
statistically significant (p=.223&gt;.05). Therefore,
H1 is not supported by the evidence.</p>
      <p>Note the non-normal distribution, measured by
a seven-point Likert scale, of intrinsic motivation
for the SG, displayed in Figure 7. While the
control group has a central peak at around 4.9, the
SG version has two peaks (bimodal distribution)
at 2 ("Didn't enjoy it") and 6 ("Did enjoy it").</p>
      <p>Do individual user-factors influence
motivation after interacting with the serious
game? We surveyed six different user factors in
this study: Gaming disposition, attitude towards
technology, job field, highest degree, gender, and
age. Neither job field, nor highest academic
degree, nor the participants’ gender had any
significant influence on intrinsic motivation
(p’s≫.05).Error! Reference source not found.
As both gaming and attitude towards technology
are continuous measurements, we evaluated their
relation to the intrinsic motivation with a linear
regression. In neither of the games does Gaming
disposition have a significant influence (serious
game: p=.411, control: p=.086). On the other
hand, attitude towards technology, has a
significant influence on the SG version
(p=.042&lt;.05, est. β=-2.09, SE=.959, t=-2.18,
R2=0.2). As this effect is negative, we conclude
that participants with higher attitude towards
technology found the SG less motivating.</p>
      <p>Does the serious game capture more process
data? Two measurements were analyzed to
evaluate the validity of the H3. First, we compared
the number of steps per recipe (see Figure 8). In
the control condition, the participants contributed
on average 16 recipe steps compared to 11 in the
SG condition. A MW-U test showed that this
difference is significant (p&lt;.001). Consequently,
H3 is refuted.</p>
      <p>The second measurement is the Free-Choice
Measurement. Figure 9 depicts the histogram for
both versions. As both versions are non-normally
distributed, we calculated a MW-U-test and there
is no significant difference between both versions
(p=.216) (n(C)=39, n(SG)=21, mdn(C)=0,
mdn(SG)=0),. Therefore, the serious game does
not provide more data compared to the control
condition and H3 is discarded.
Does the serious game provides more accurate
process knowledge? As H3 evaluated the amount
of data and not the quality thereof, we measured
the difference in quality according to the models
we provided.</p>
      <p>To evaluate the accurateness of the
participants’ recipes, the standard measurement in
PM fitness was used. Figure 10 depicts the
average fitness for each of the recipes in both
versions. Here, the overall difference as measured
by Welchs’ t-test is not significant (t(4)=-0.878,
p=.406). Thus, the accurateness of the data
acquired in the serous games is not higher
compared to the control condition and H4 is not
supported.</p>
      <p>Does higher motivation of the participants
yield more accurate process knowledge
captured? Next, we analyse if the partcipants’
motivation relates to the accuracy of the captured
process knowledge. We first consider the SG
condition and then the control condition.</p>
      <p>We compared the averaged fitness of all
recipes from each participant with the
participants’ SIMS. In the SG condition, no
correlations between the averaged Fitness and
Intrinsic Motivation (p=.252, R2=.068),
Identified Regulation (p=.239, R2=.072),
External Regulation (p=.720, R2=.007) or
Amotivation (p=.204, R2=.083) from the SIMS
scales were found. Thus, motivation was not
linked to the accuracy of the captured process
knowledge in the SG condition.</p>
      <p>Contrary, there was a significant negative
influence of both External Regulation
(p=.009&lt;.05, est. β=-2.06, R2=.185) and
Amotivation (p=.009&lt;.05, est. β=-2.48, R2=.185)
on the average Fitness for the control condition ,
but no influence of Intrinsic Motivation (p=.234,
R2=.058) and Identified Regulation (p=.324,
R2=.022).</p>
      <p>Thus, the findings suggest that motivation
influences the accuracy of the captured process
knowledge only in the control condition but not in
the SG condition. Consequently, H5 is partially
supported although a more thorough investigation
with a larger sample size is needed.</p>
    </sec>
    <sec id="sec-14">
      <title>6. Discussion</title>
      <p>In this article, we presented the rationale for
capturing process knowledge and a SG situated in
a kitchen environment that aims at extracting
recipes as one of the most common manifestations
of process knowledge that most people have. The
overall goal was to let the players create their own
recipes for a set of dishes and compare the results
with a ground truth. We wanted to analyze if a
SGs approach provides two major benefits:
Firstly, it should increase the motivation of the
player, because it would be more interactive than
the blander counterpart. This would have been a
major benefit to the workers. Secondly, deriving
from this increase in motivation, players should
have created additional data, as well as have a
higher accuracy of their recipes. This has been
evaluated in an online experiment with a control
group that used a functionally equivalent drag and
drop interface for sharing recipes. Next, we
discuss the findings of our experiment and
provide pointers for further research.</p>
      <p>First, our results indicate that we can extract
peoples’ cooking knowledge for five common
recipes in our study. The generated process logs
were analyzed with PM metrics and achieved
quite decent fitness. Thus, our SG approach for
extracting process knowledge worked well.</p>
      <p>However, in the end, none of our formulated
research hypotheses that compared the SG against
a conventional user interface could be validated.
There was no significant difference in motivation
(H1, as measured by the SIMS) between the
playful SG and the rather dull control condition.
As we targeted the SG towards the elderly
workers, different user factors have been
discussed (H2). Yet, there hasn't been a significant
influence from age, gender, job field, or gaming
disposition. Only attitude towards technology had
a negative effect.</p>
      <p>While there was a significant difference in the
players’ intrinsic motivation, we could not yet
identify the specific reasons for this effect. We
found however that—independent of the
experimental condition—older players reported a
higher intrinsic motivation. This finding suggests
that older participants might be more willing to
share their experiences. A potential for KE and
management that should be taped.</p>
      <p>Additionally, the SG provided less additional
data (H3) and no difference in data accuracy (H4).
The only measurable difference between the two
versions was the better usage of the cutting board,
as nearly every player in the SG used it, while not
even half of the control groups’ players used it.
We attribute this to a more intuitive understanding
and higher visual clarity of the cutting board
compared to the text field in the control condition.</p>
      <p>Due to its significant effort to program the SG
compared to the conventional interface, we
currently cannot recommend the SG in its current
form to rise the workers’ motivation, or to
increase the amount or quality of the extracted
process knowledge.</p>
      <p>As we were only able to show a negative effect
of External Regulation and Amotivation on the
control version (H5), we suggest evaluating this
difference further. The lack of negative influence
of these modifiers in the SGs is an interesting
point for further investigations.</p>
    </sec>
    <sec id="sec-15">
      <title>7. Limitations, outlook, implications</title>
      <p>Of course, this study is not without limitations.
The biggest limitation is certainly the small
sample size, which limits the transferability and
the consideration of user diversity effects. Also,
we found that the steeper learning curve of the
serious game led to more dropouts compared to
the control condition and thus unequal group
sizes. Nevertheless, the findings suggests that
process knowledge can be captured digitally
through serious games and that individual
motivation, as a facet of user diversity, influences
the result quantity and quality. This needs to be
investigated and modelled in more detail in future
studies. Ideally also under laboratory conditions
and as a within-subject experiment, to mitigate the
various biases of online survey.</p>
      <p>A major downside of the online evaluation
approach was the difficulty of learning the basic
interaction with the game. Additional feedback
provided by the participants centered around
confusion about the game and its interactivity.
While we provided a text-based tutorial, many
participants didn't truly understand the SG, which
lead to indecision and quitting the game. This
difficulty resulted in a small sample size for the
SG, which limits the overall validity of our
findings. For further studies we thus need to
flatten the learning curve, for example through
appropriate tutorials, We also recommend a
supplementary, qualitative experiment in which
the participants get a live explanation and training
session before being asked to provide the recipes.
This could significantly reduce the participants’
confusion and might result in a significant change
in the overall results. Of course, this would mean
an even further increase in workload, compared to
a drag-and-drop or Excel-based solution.</p>
      <p>
        In summary, this study showed that process
knowledge from the commonly known domain of
cooking can be captured with a serious game,
even if the consideration of motivational aspects
revealed few surprises. While the digital capturing
of cooking knowledge itself is only of marginal
interest in specialized areas (e.g., to make cultural
differences in the preparation of food measurable
or for saving cultural heritage), the findings
suggest the transferability of this concept to other
domains and contexts. We postulate that this
approach enables capturing process knowledge in
areas of manufacturing that have been little
digitised so far that may serve as data to increase
automation and provide decision support [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
    </sec>
    <sec id="sec-16">
      <title>8. Acknowledgements</title>
      <p>Funded by the Deutsche
Forschungsgemeinschaft (DFG, German Research
Foundation) under Germany’s Excellence
Strategy—EXC-2023 Internet of Production—
390621612. Anne Kathrin Schaar for immensely
valuable feedback. We thank the anonymous
reviewers for their immensely valuable feedback.</p>
    </sec>
    <sec id="sec-17">
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