DIGITAL LIBRARY
GAMING IN HUMAN RESOURCES FOR GENERATIONS Y AND Z
J. Selye University, Faculty of Economics (SLOVAKIA)
About this paper:
Appears in: INTED2020 Proceedings
Publication year: 2020
Pages: 577-581
ISBN: 978-84-09-17939-8
ISSN: 2340-1079
doi: 10.21125/inted.2020.0229
Conference name: 14th International Technology, Education and Development Conference
Dates: 2-4 March, 2020
Location: Valencia, Spain
Abstract:
Gamification has become increasingly common in recent times. There are many opportunities to take advantage of it, including the field of Human Resources (HR). Generation X, Y and Z are simultaneously present in the labor market, making it increasingly difficult for companies to find the right employee for the right position. In addition, members of Generation Y and Z are reluctant to change jobs if they feel that something is not being done as agreed or they have too much experience or, in some cases, too little responsibility. In such situations, companies are trying to develop customized workplace loyalty for the younger generations, being one of the possible tools gamification. The purpose of this study is to look at gamification in general and explain in detail what solutions are offered in HR. Gamification may at first glance suggest that it seeks to make work fun, but in practice it involves using mechanical and dynamic elements of games or game frames to support desired behavior. In HR, gamification is understood as a means of helping an employee to do his job, not to entertain him.
Keywords:
Gamification, generation Y, generation Z, human resources.