Skip to main content

Defining Recrutainment: A Model and a Survey on the Gamification of Recruiting and Human Resources

  • Conference paper
  • First Online:
Advances in The Human Side of Service Engineering (AHFE 2017)

Abstract

Recrutainment, is a hybrid word combining recruiting and entertainment. It describes the combination of activities in human resources and gamification. Concepts and methods from game design are now used to assess and select future employees. Beyond this area, recrutainment is also applied for internal processes like professional development or even marketing campaigns. This paper’s contribution has four components: (1) we provide a conceptual background, leading to a more precise definition of recrutainment; (2) we develop a new model for analyzing solutions in recrutainment; (3) we present a corpus of 42 applications and use the new model to assess their strengths and potentials; (4) we provide a bird’s eye view on the state of the art in recrutainment and show the current weighting of gamification and recruiting aspects.

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 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
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. Dineen, B.R., Soltis, S.M.: Recruitment: a review of research and emerging directions. In: APA Handbook of Industrial and Organizational Psychology, Selecting and Developing Members for the Organization, vol. 2, pp. 43–66. American Psychological Association, Washington, DC (2011)

    Google Scholar 

  2. Thomas, S.L., Ray, K.: Recruiting and the web: high-tech hiring. Bus. Horiz. 43, 43–52 (2000)

    Article  Google Scholar 

  3. Cross, R., Parker, A., Sasson, L.: Networks in the Knowledge Economy. Oxford University Press, Oxford (2003)

    Google Scholar 

  4. Sonnberger, D.: Der Einsatz von Online Games als Self-Assessment im Recruiting. Grin Publishing, Munich (2015)

    Google Scholar 

  5. Diercks, J., Kupka, K.: Recrutainment – Bedeutung, Einflussfaktoren und Begriffsbestimmung. In: Diercks, J., Kupka, K. (eds.) Recrutainment, pp. 1–18. Springer Fachmedien Wiesbaden, Wiesbaden (2013)

    Chapter  Google Scholar 

  6. Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification: using game-design elements in non-gaming contexts. In: Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems, pp. 2425–2428. ACM, New York (2011)

    Google Scholar 

  7. Deterding, S.: Gamification: designing for motivation. Interactions 19, 14–17 (2012)

    Article  Google Scholar 

  8. Dörner, R., Göbel, S., Effelsberg, W., Wiemeyer, J. (eds.): Serious Games: Foundations, Concepts and Practice. Springer, Switzerland (2016)

    Google Scholar 

  9. Sinclair, J., Hingston, P., Masek, M.: Considerations for the design of exergames. In: Proceedings of the 5th International Conference on Computer Graphics and Interactive Techniques in Australia and Southeast Asia, pp. 289–295. ACM, New York (2007)

    Google Scholar 

  10. Bogost, I.: The rhetoric of exergaming. In: Digital Arts and Cultures (DAC) Conference, December 2005. IT University Copenhagen (2005)

    Google Scholar 

  11. von Ahn, L., Dabbish, L.: Designing games with a purpose. Commun. ACM 51, 58–67 (2008)

    Google Scholar 

  12. 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, pp. 9–15. ACM, New York (2011)

    Google Scholar 

  13. Steffen, T.M., Hacker, T.A., Mollinger, L.: Age-and gender-related test performance in community-dwelling elderly people: six-minute walk test, berg balance scale, timed up and go test, and gait speeds. Phys. Ther. 82, 128–137 (2002)

    Article  Google Scholar 

  14. Sternberg, R.J.: Handbook of Intelligence. Cambridge University Press, Cambridge (2000)

    Book  Google Scholar 

  15. Kristof-Brown, A.L., Zimmerman, R.D., Johnson, E.C.: Consequences of individuals’ fit at work: a meta-analysis of person-job, person-organization, person-group, and person-supervisor fit. Pers. Psychol. 58, 281–342 (2005)

    Article  Google Scholar 

  16. Buchanan, T.: Online assessment: desirable or dangerous? Prof. Psychol. Res. Pract. 33, 148–154 (2002)

    Article  Google Scholar 

  17. Newzoo: Newzoo 2016 Global Games Market Report

    Google Scholar 

  18. Horovitz, B.: After Gen X, Millennials, what should the next generation be called? (2012). http://usatoday30.usatoday.com/money/advertising/story/2012-05-03/naming-the-next-generation/54737518/1

  19. Koudal, P., Chaudhuri, A.: Managing the talent crisis in global manufacturing: strategies to attract and engage generation Y. A Deloitte Research Global Manufacturing Study, Deloitte Research (2007)

    Google Scholar 

  20. Chou, Y.: Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media, Fremont (2015)

    Google Scholar 

  21. Kristof-Brown, A., Guay, R.P.: Person-environment fit. In: APA Handbook of Industrial and Organizational Psychology, Maintaining, Expanding, and Contracting the Organization, vol 3, pp. 3–50. American Psychological Association, Washington, DC (2011)

    Google Scholar 

  22. Vorderer, P., Hartmann, T., Klimmt, C.: Explaining the enjoyment of playing video games: the role of competition. In: Presented at the Proceedings of the Second International Conference on Entertainment Computing, 5 August 2003

    Google Scholar 

  23. Hassenzahl, M.: The effect of perceived hedonic quality on product appealingness. Int. J. Hum. Comput. Interact. 13, 481–499 (2001)

    Article  Google Scholar 

  24. Birk, M.V., Atkins, C., Bowey, J.T., Mandryk, R.L.: Fostering intrinsic motivation through avatar identification in digital games. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 2982–2995. ACM, New York (2016)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Oliver Korn .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG

About this paper

Cite this paper

Korn, O., Brenner, F., Börsig, J., Lalli, F., Mattmüller, M., Müller, A. (2018). Defining Recrutainment: A Model and a Survey on the Gamification of Recruiting and Human Resources. In: Freund, L., Cellary, W. (eds) Advances in The Human Side of Service Engineering. AHFE 2017. Advances in Intelligent Systems and Computing, vol 601. Springer, Cham. https://doi.org/10.1007/978-3-319-60486-2_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-60486-2_4

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-60485-5

  • Online ISBN: 978-3-319-60486-2

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics