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Application of Online Gamification to New Hire Onboarding
3 references·7 citing·33 second hop
Application of Online Gamification to New Hire Onboarding (2012)Application of Online Gamification to New…Total engagement: using games and virtual worlds to change the way people work and businesses compete (2010)Total engagement: using games…The Art of Game Design (2008)The Art of Game DesignGot Game: How the Gamer Generation Is Reshaping Business Forever (2004)Got Game: How the Gamer Gener…The onboarding process: a review (2024)The onboarding process: a rev…The gamer psychology: a psychological perspective on game design and gamification (2022)The gamer psychology: a psych…Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors (2020)Goldilocks conditions for wor…Gamifying Onboarding: How to Increase Both Engagement and Integration of New Employees (2019)Gamifying Onboarding: How to …User-enjoyable learning environment based on Gamification elements (2015)User-enjoyable learning envir…Gamification Challenges and a Case Study in Online Learning (2015)Gamification Challenges and a…Gamification in theory and action: A survey (2014)Gamification in theory and ac…From game design elements to gamefulness (2011)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification. using game-design elements in non-gaming contexts (2011)Gamification-based learning framework for a programming course (2017)Gamification in e-learning: The mitigation role in technostress (2021)APPLICATION OF DIGITAL GAME-BASED TOOLS FOR FORMATIVE ASSESSMENT AT FOREIGN LANGUAGE LESSONS (2022)Flow: the psychology of optimal experience (1990)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The Agony of Choice Analyzing User Preferences Regarding Gamification Elements in Learning Management Systems (2016)A Gamification Technique for Motivating Students to Learn Code Readability in Software Engineering (2018)Exploring the Online Gamified Learning Intentions of College Students: A Technology-Learning Behavior Acceptance Model (2022)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Gamification of Learning: a Meta-analysis (2019)THE BIG FIVE PERSONALITY DIMENSIONS AND JOB PERFORMANCE: A META‐ANALYSIS (1991)Managing Generation Y (2005)Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience (2023)The Reflective Practitioner: How Professionals Think in Action (1985)The theory of planned behavior (1991)Flow Experience in Gameful Approaches: A Systematic Literature Review, Scientometric Analysis, and Research Agenda (2025)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Factors affecting the aesthetic experiences in educational games: A qualitative investigation (2024)The role of gamification in enhancing consumer engagement at expositions through self-determination theory (2025)Organizational Images and Member Identification (1994)Affective, Continuance, and Normative Commitment to the Organization: A Meta-analysis of Antecedents, Correlates, and Consequences (2002)Towards a Methodology for Developing Evidence‐Informed Management Knowledge by Means of Systematic Review (2003)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification and Mobile Marketing Effectiveness (2016)Serious games and the gamification of tourism (2016)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Students’ perceptions about the use of video games in the classroom (2009)The Digital Workforce and the Workplace of the Future (2016)
this work references cited by second hop

References

  • 2008The Art of Game Design1,919 cited
  • 2010Total engagement: using games and virtual worlds to change the way people work and businesses compete410 cited
  • 2004Got Game: How the Gamer Generation Is Reshaping Business Forever310 cited

Cited by

  • 2014Gamification in theory and action: A survey2,675 cited
  • 2015Gamification Challenges and a Case Study in Online Learning35 cited
  • 2022The gamer psychology: a psychological perspective on game design and gamification34 cited
  • 2015User-enjoyable learning environment based on Gamification elements31 cited
  • 2020Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors31 cited
  • 2019Gamifying Onboarding: How to Increase Both Engagement and Integration of New Employees30 cited
  • 2024The onboarding process: a review19 cited

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