TY - CHAP
T1 - Gamifying recruitment, selection, training, and performance management
T2 - Game-thinking in human resource management
AU - Armstrong, Michael B.
AU - Landers, Richard N.
AU - Collmus, Andrew B.
PY - 2015/8/7
Y1 - 2015/8/7
N2 - Game-thinking is beginning to appear in a wide variety of non-game contexts, including organizational support settings like human resource management (HRM). The purpose of this chapter is two-fold: 1) to explore the opportunities for game-thinking via gamification and serious games in HRM based on current and previous HRM literature and 2) to identify future research areas at the intersection of game-thinking and HRM. Prevailing HRM theories will be applied to the use of game-thinking in different sub-fields of HRM, including recruitment, selection, training, and performance management.
AB - Game-thinking is beginning to appear in a wide variety of non-game contexts, including organizational support settings like human resource management (HRM). The purpose of this chapter is two-fold: 1) to explore the opportunities for game-thinking via gamification and serious games in HRM based on current and previous HRM literature and 2) to identify future research areas at the intersection of game-thinking and HRM. Prevailing HRM theories will be applied to the use of game-thinking in different sub-fields of HRM, including recruitment, selection, training, and performance management.
UR - http://www.scopus.com/inward/record.url?scp=84958012766&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84958012766&partnerID=8YFLogxK
U2 - 10.4018/978-1-4666-8651-9.ch007
DO - 10.4018/978-1-4666-8651-9.ch007
M3 - Chapter
AN - SCOPUS:84958012766
SN - 1466686510
SN - 9781466686519
SP - 140
EP - 165
BT - Emerging Research and Trends in Gamification
PB - IGI Global
ER -