“…Regarding the problems evidenced in the different production workplaces of the selected articles, Table A1a (Appendix A) shows nine papers where gamification aims to reduce resistance to knowledge sharing through gamified platforms and to increase the worker's qualifications [14,15,[23][24][25]39,[42][43][44], even preparing them for emergencies and the acquisition of new skills. Regarding the implementation process, three of them mention the difficulties related to the organizational culture [15,43,44], while two papers consider the importance of human factors due to the insertion of technology and automation with Virtual and Augmented Reality, AI, robots, etc., in the workplace [24,25].…”