Skip to main content

Factors Related to the Use and Perception of a Gamified Application for Employee Onboarding

  • Conference paper
  • First Online:
Human Interaction, Emerging Technologies and Future Applications IV (IHIET-AI 2021)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 1378))

Abstract

Effective employee onboarding will be crucial for organizations to consider in the upcoming years. One approach to create scalable and engaging employee onboarding is through utilizing gamification; the use of game elements in a non-game context. In the present case, a multi-sited ethnographical approach was conducted, following the development of a gamified mobile application for the onboarding purpose of new employees at a global manufacturing company. The results showed that the use of the application had been low and that there was a lack of gamefulness, perceived ease of use and perceived usefulness. From the case, three main factors are discussed related to the use and perception of the application; conducting early user testing; considering onboarding practices; and designing for gamefulness.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Krauss, A.: Onboarding the hourly workforce. In: Society for Industrial and Organizational Psychology (2010)

    Google Scholar 

  2. Watkins, M.: Strategy for the critical first 90 days of leadership. Strateg. Leadersh. 32(1), 15–20 (2004). https://doi.org/10.1108/10878570410698871

    Article  Google Scholar 

  3. Smart, B.: Topgrading How Leading Companies Win by Hiring, Coaching, and Keeping the Best People (2005)

    Google Scholar 

  4. Rollag, K., Parise, S., Cross, R.: Getting new hires up to speed quickly. MIT Sloan Manag. Rev. (2005)

    Google Scholar 

  5. AM, S.: Longitudinal field investigation of the moderating and mediating effects of self-efficacy on the relationship between training and newcomer adjustment. J. Appl. Psychol. (1995)

    Google Scholar 

  6. Kammeyer-Mueller, J.D., Wanberg, C.R.: Unwrapping the organizational entry process: disentangling multiple antecedents and their pathways to adjustment. J. Appl. Psychol. (2003). https://doi.org/10.1037/0021-9010.88.5.779

    Article  Google Scholar 

  7. Manyika, J., et al.: Jobs Lost, Jobs Gained: Workforce Transitions in a Time of Automation (2017)

    Google Scholar 

  8. World Economic Forum. The future of jobs report 2018 (2018)

    Google Scholar 

  9. Feldman, D.C.: A contingency theory of socialization. Adm. Sci. Q. 21(3), 433 (1976). https://doi.org/10.2307/2391853

    Article  Google Scholar 

  10. Van Maanen, J.: People processing: strategies of organizational socialization. Organ. Dyn. 19–36 (1978)

    Google Scholar 

  11. Albrecht, S.L., Bakker, A.B., Gruman, J.A., Macey, W.H., Saks, A.M.: Employee engagement, human resource management practices and competitive advantage: an integrated approach. J. Organ. Eff. 2(1), 7–35 (2015). https://doi.org/10.1108/joepp-08-2014-0042

    Article  Google Scholar 

  12. Jones, G.R.: Socialization tactics, self-efficacy, and newcomers’ adjustments to organizations. Acad. Manag. J. 29(2), 262–279 (1986). https://doi.org/10.2307/256188

    Article  Google Scholar 

  13. Saks, A.M., Uggerslev, K.L., Fassina, N.E.: Socialization tactics and newcomer adjustment: a meta-analytic review and test of a model. J. Vocat. Behav. 70(3), 413–446 (2007). https://doi.org/10.1016/j.jvb.2006.12.004

    Article  Google Scholar 

  14. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, pp. 9–15 (2011). https://doi.org/10.1145/2181037.2181040

  15. Depura, K., Garg, M.: Application of online gamification to new hire onboarding. In: Proceedings of the 2012 3rd International Conference on Services in Emerging Markets, ICSEM 2012, pp. 153–156 (2012). https://doi.org/10.1109/ICSEM.2012.29

  16. Miller, C.L., Grooms, J.C., King, H.: To infinity and beyond-gamifying IT service-desk training: a case study. Perform. Improv. Q. 31(3), 268 (2018). https://doi.org/10.1002/piq.21263

  17. Hassan, L., Morschheuser, B., Alexan, N., Hamari, J.: First-hand experience of why gamification projects fail and what could be done about it. In: CEUR Workshop Proceedings (2018)

    Google Scholar 

  18. Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work? - a literature review of empirical studies on gamification. In: Proceedings of the Annual Hawaii International Conference on System Sciences, pp. 3025–3034 (2014). https://doi.org/10.1109/HICSS.2014.377

  19. Deterding, S.: The lens of intrinsic skill atoms: a method for gameful design. Hum.-Comput. Interact. 30(3–4), 294–335 (2015). https://doi.org/10.1080/07370024.2014.993471

    Article  Google Scholar 

  20. Liu, D., Santhanam, R., Webster, J.: Toward meaningful engagement: a framework for design and research of gamified information systems. MIS Q. Manag. Inf. Syst. 41(4), 1011–1034 (2017). https://doi.org/10.25300/MISQ/2017/41.4.01

    Article  Google Scholar 

  21. Marcus, G.E.: Ethnography in/of the world system: the emergence of multi-sited ethnography. Annu. Rev. Anthropol. (1995). https://doi.org/10.1146/annurev.an.24.100195.000523

  22. Morschheuser, B., Hamari, J., Werder, K., Abe, J.: How to gamify? a method for designing gamification. In: Proceedings of the 50th Hawaii International Conference on System Scinces, HICSS, pp. 1298–1307 (2017). https://doi.org/10.24251/hicss.2017.155

  23. Huotari, K., Hamari, J.: Defining gamification - a service marketing perspective. In: Proceedings of the 16th International Academic MindTrek Conference 2012: Envisioning Future Media Environments, MindTrek 2012, pp. 17–22 (2012). https://doi.org/10.1145/2393132.2393137

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Izabella Jedel .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Jedel, I., Palmquist, A. (2021). Factors Related to the Use and Perception of a Gamified Application for Employee Onboarding. In: Ahram, T., Taiar, R., Groff, F. (eds) Human Interaction, Emerging Technologies and Future Applications IV. IHIET-AI 2021. Advances in Intelligent Systems and Computing, vol 1378. Springer, Cham. https://doi.org/10.1007/978-3-030-74009-2_83

Download citation

Publish with us

Policies and ethics