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GameThinkingInHumanResourceManagement
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TITLE
Game-Thinking in Human Resource Management
ABSTRACT
The potential of game-thinking (i.e. gamification and serious games) was examined in relation to
modern theories of human resource management (HRM) in the areas of recruitment, selection,
training, and performance management. Current research on game-thinking in HRM was
reviewed and future directions for research recommended.
PRESS PARAGRAPH
Game-thinking (i.e. gamification and serious games) is beginning to appear in a wide variety of
non-game contexts, including organizational support settings like human resource management
(HRM). This paper explored opportunities for gamification and serious games in HRM based on
current and previous HRM literature, and identified future research areas at the intersection of
game-thinking and HRM. Game-thinking was applied to prevailing HRM theories in different
sub-fields of HRM, including recruitment, selection, training, and performance management.
WORD COUNT
2704
Armstrong Collmus & Landers (2015) SIOP Conference Submission
beginning to appear in a wide variety of non-game contexts. Gamification is defined as the use of
game elements in non-game contexts (Deterding, Sicart, Nacke, O’Hara, & Dixon, 2011) and
serious games, as “game[s] in which education (in its various forms) is the primary goal, rather
than entertainment” (Michael & Chen, 2005, p. 17). Gartner (2011) predicted that by 2014, 70
percent of Global 2000 organizations would have at least one gamified application and that 80
percent of those gamified applications would fail (Gartner, 2012). Games and game elements can
be applied to human resource management (HRM; DuVernet & Popp, 2014), with recent reports
identifying gamification as a top trend in the field (Munson, 2013; Society for Human Resource
Management, 2014). Considering this rising trend in gamified applications and the stakes at hand
The purpose of this paper is two-fold: 1) to explore the opportunities for game-thinking
via gamification and serious games in HRM based on current HRM literature and 2) to identify
future research areas at the intersection of game-thinking and HRM. This paper thus identifies
and explores four major areas of HRM where games and gamification have already seen some
Recruitment
Game-thinking can be used to improve applicant fit during recruiting. Organizations can
use serious games to present organizational culture and values to potential applicants. For
example, America’s Army is a game that has presented the recruiting organization’s culture and
values to potential applicants. It was developed by the United States Army to recruit young
Americans by giving a realistic view of the soldier experience while demonstrating Army career
Armstrong Collmus & Landers (2015) SIOP Conference Submission
opportunities and benefits. In order to succeed at the game’s missions, players must work as a
team while adhering to the seven Army Core Values - a realistic look at the organizational
culture of the U.S. Army (America’s Army, 2014). Recruitment games can also serve as a signal
to potential recruits about an organization’s culture. High-fidelity digital games might indicate
that a company is young or trendy, and puts an emphasis on technology, which may provide
The recruitment process itself also can be gamified. For example, PDRI employed a
gamified simulation to assess candidates on learning agility, the willingness and ability to learn
from experience (Kubisiak, et al., 2014). Willingness to learn was assessed via self-report
surveys, while ability to learn was assessed via simulation. Candidates were tested on, their
fictional mystery narrative. Game-like assessments such as PDRI’s simulation can be used to
observe and measure valuable predictor constructs in a recruitment context beyond what a
recruitment (Darnold & Rynes, 2013). For example, people are more likely to apply to work for
an organization to which their friends have already applied (Kilduff, 1990). Social processes can
recruitment game, a broader pool of applicants may be reached. If a person’s friends are playing
a recruitment game, that person might want to play that recruitment game too, whether because
the game is fun and popular, or because that person wants to see how he or she compares to his
or her friends. By playing the game, the organizational recruiting process has begun. Positive
exposure to an organization increases the likelihood that an individual will apply to the
Armstrong Collmus & Landers (2015) SIOP Conference Submission
organization, which can increase the size of the applicant pool from which the organization can
Selection
mediate the relationship between technology usage and outcomes as expected from broader
applicant reaction theory (Bauer et al., 2006). That is, technology usage (e.g., digital games)
impacts reactions based upon how fair applicants perceive the technology to be. Research has
shown that reduced perceptions of procedural justice are associated with reduced motivation to
perform, reduced organizational attractiveness, and more negative feelings toward the
organization (Bauer et al., 2006). Effective digital games or gamified systems used in selection
must be perceived as fair. Experience with the technology used in the selection process has been
found to moderate this relationship such that people with more experience with that technology
exhibit more positive reactions (Bauer et al., 2006; Landers & Armstrong, 2014). The converse is
of special concern here: those with little or no game experience may view the use of games in a
high-stakes context as inherently unfair. Even those with game experience may view the use of
games and gamification in a high-stakes context as unfair if the game or gamification is poorly
designed or executed. For example, perceptions that a game is unfair or unwinnable may create
perceptions that the overall selection process is unfair, even if game performance validly predicts
job performance.
quality of information obtained from the selection process. For example, performance on a
Armstrong Collmus & Landers (2015) SIOP Conference Submission
serious assessment game might be used to assess knowledge, skills, abilities, and other
characteristics of job candidates. Such individual differences can already be assessed with
psychological tests to effectively predict job performance (Schmidt & Hunter, 1998). However,
games might be used to obtain higher quality data in one of two ways. First, game performance
may be more difficult for test-takers to fake in an effort to maximize their chances to be hired
because desirable behaviors within the game may be less obvious to players. Second, games may
be better able to elicit behaviors than traditional questionnaire-based assessments. Past behavior
is generally considered the best predictor of future behavior (Ajzen, 1991), and by eliciting job-
relevant behavior within the context of a game, better prediction of future work behavior may be
possible.
negative reactions and maximization of beneficial psychometric properties is needed for legal
defensibility and maximum utility. This is best ensured through the processes described by the
various seminal documents on test validation, including those produced by the Society for
Industrial and Organizational Psychology (2003) and the joint efforts of the American
on Measurement in Education (1999). These guidelines provide specific guidelines for the
Training
In the area of training, game-thinking has been applied in order to improve overall
training effectiveness via trainee reactions to learning, knowledge and skill increases, behavioral
change, and organizational return (Kirkpatrick, 1976). Landers and Callan (2012) proposed a
Armstrong Collmus & Landers (2015) SIOP Conference Submission
attitudes toward new technologies, low trainee experience with training technologies, and poor
organizational climate for training technologies can reduce reactions to training, learning from
training, behavioral transfer from training, and organizational return on investment, even if the
technology itself has been implemented effectively. A well-designed game can still fail to
produce desired training outcomes if trainees are not properly motivated to engage with that
game. Landers and Armstrong (2014) tested a portion of this model in the gamification context
by asking potential learners how they would feel about gamified instruction in comparison to
traditional PowerPoint-based instruction, finding that those with low video game experience and
poor attitudes toward game-based learning still preferred PowerPoint-based learning to games.
Despite this, overall reactions to training were still greater for gamified training, implying that
traditional training designs, overall reactions will still be stronger when games are used.
Game-thinking can also be applied to improve training completion rates and motivation
to learn. Many psychological theories of learning and motivation can be used to understand the
effects of gamifying training motivation (Landers, Bauer, Callan, & Armstrong, in press). In
regards to learning theories, the theory of gamified instructional design (Landers, 2014) proposes
that game elements affect training outcomes through one or two mechanisms. First, gamification
may be used to influence a mediating behavior or attitude (e.g., time spent on task), which is in
turn theorized to affect learning. Second, gamification may be used to strengthen the relationship
between instructional design and learning outcomes. Classical learning theories, such Skinner’s
(1948) operant conditioning, can also be applied to gamification. This has often been manifested
learners what behavior is desirable (Anderson, Huttenlocher, Kleinberg, & Leskovec, 2013;
game-thinking: when gamification is used to set goals for learners, the learners are motivated to
reduce the discrepancy between the goals set for them and their actual behavior. Goal-setting
theory provides a great deal of guidance on what type of goals might be embedded within game-
theory, Deci & Ryan’s (1985; 2000) self-determination theory is considered by many to be the
theoretical cornerstone of engaging people through games and gamification (Malone, 1981;
Ryan, Rigby, & Przybylski, 2006; Przybylski, Rigby & Ryan, 2010; Aparicio, Gutiérrez Vela,
González Sánchez, & Isla Montes, 2012). Games are thought of as being intrinsically motivating
in and of themselves – if a task could be gamified, theoretically, the task might become
intrinsically motivating.
Performance Management
The gamification of everyday job performance has the greatest potential to gain from
game-thinking, as the variety of existing jobs allows for a high number of gamified processes.
The ideal target of such gamification can be determined by examining Campbell’s (1993) Job
Performance model, which posits that declarative knowledge, procedural knowledge, and
motivation are the only direct antecedents of task performance. Because gamification cannot
directly influence knowledge (e.g., the use of game narrative or game logic cannot by itself cause
order to maximize job performance. The motivational theories described earlier for the
Armstrong Collmus & Landers (2015) SIOP Conference Submission
perform. Specifically, goal-setting theory and self-determination theory provide the greatest
theory, making the interaction of these two concepts a promising area for research and practice.
When LiveOps, a customer service call-center, opted to gamify the workplace, the company
initiated a points and badges system to reward the completion of important tasks (e.g., customer
service objectives, optional training classes, etc.), and created a leaderboard designed to provide
instantaneous feedback. As a result, LiveOps’ sales performance increased by 10% and the
average call time decreased by 15% (Bunchball, 2013). The LiveOps application of game-
thinking to performance management created clear goals that were specific, measurable,
extrinsic rewards (Deci & Ryan, 1985; Deci & Ryan, 2000), and many individuals find video
games intrinsically motivating. In 2008, Pew Research Center reported that 53% of adults age 18
and older played video games (Lennart, Jones, & Macgill, 2008). More recent data collected by
the Entertainment Software Association (2014) indicate that 59% of Americans play video
games, 71% of all gamers are over the age of 18, and 48% of gamers are female. These data
indicate that many working-age Americans choose to play video games in their free time,
suggesting that gamified work tasks may be intrinsically motivating to a large portion of
employees. Game-thinking can also influence performance through the use of extrinsic
motivators such as rewards for specific behavior (e.g. earning points or badges), goal completion
Armstrong Collmus & Landers (2015) SIOP Conference Submission
to increase self-esteem (e.g., goals provided within a game), and positive or negative
Future Research
individual game elements and combinations of game elements in non-game contexts (e.g.,
Landers & Callan, 2011), specifically in organizational support settings such as HRM. This
extraction of game elements to gamify non-game processes in HRM is where research can
progress most efficiently. The overhead associated with digital game development (i.e., serious
games) naturally limits the speed of research progress in this area due to limited research
resources, but modern gamification is less limited. Game elements can be adopted at little or
zero cost for rigorous empirical testing. Once specific elements are identified and validated as
effective tools, researchers and practitioners alike will better understand why game elements are
effective and how they can be applied to recruit, assess, and engage employees.
reliability and validity testing, as well as adverse impact. This is of particular concern in the
context of the gamification of assessment, because games should produce similar scores for
applicants regardless of their past experience (or lack thereof) with the game, and this has not yet
been demonstrated empirically. For example, the number of times a person completes a
personality measure should not affect their personality score. In contrast, a person’s score from
an assessment game may increase as they increase their experience with the game, which
decreases the reliability of the scores obtained from it, confounding observed scores with game
experience. Game designers must be careful to ensure that general game skill does not influence
the scores obtained from a serious game. In addition to gamified assessments, gamified training
Armstrong Collmus & Landers (2015) SIOP Conference Submission
must demonstrate reliability. If gamified training assessments of learning and transfer are
A test must also be valid, measuring only the constructs it is intended to measure and
predicting job performance adequately. This is difficult in the assessment game context, because
most games are intended to elicit a wide range of highly complex skills. Whereas a
psychological measure can be designed to assess a single personality trait, designing games to
measure a single construct may be more difficult and is contrary to the typical game design
process, which emphasizes a variety of interesting tasks to maximize player engagement (Schell,
2008). In this way, the reliability and validity of selection games may be at odds with the
Finally, fairness and adverse impact on protected classes should be considered when
deploying gamified systems in human resource management settings. For example, males on
average have greater interest and experience than females in first-person shooter games (Jansz &
Tanis, 2007). If such a game were used in the recruitment or selection process, female
applicants may perform more poorly, not because of lower standing on target constructs, but
instead due to differences in game experience. Such impacts must be investigated before
assessment games can be legally justified for use in recruitment and selection purposes. In the
measures must be fair and attributed to job-relevant behavior, not solely the game or its features.
For example, an employee might receive bonus points in-game for something unrelated to the
job. If number of points translates into real monetary bonuses from the employer, that employee
receiving the bonus points receives a pay increase for no extra work. This would affect the
distributive justice perceptions of other employees, who might see the reward as unfair, and,
Armstrong Collmus & Landers (2015) SIOP Conference Submission
according to equity theory (Greenberg, 2011), might perform at a lower standard in order to
justify the increased reward of the employee receiving the bonus. In order to preserve the overall
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