Talent acquisition gamified: Insights from playing the game at PwC Hungary
(2016) BUSN49 20161Department of Business Administration
- Abstract
- The emergence of gamification in the field of talent acquisition evoked the interests in researchers and practitioners alike. However, as research on this topic is still in
its infancy, we sought to explore the intersection of both fields within a PSF to extend the perspective on the understanding of the use of gamification in similar contexts. The purpose of this research was to explore how gamification in talent acquisition can be used as a tool to attract the right talent to organizations by studying the perceptions of those individuals involved in the process, as well as to increase knowledge within the intersection of both fields.
Following a social constructionist, interpretivist epistemological paradigm and a relativist... (More) - The emergence of gamification in the field of talent acquisition evoked the interests in researchers and practitioners alike. However, as research on this topic is still in
its infancy, we sought to explore the intersection of both fields within a PSF to extend the perspective on the understanding of the use of gamification in similar contexts. The purpose of this research was to explore how gamification in talent acquisition can be used as a tool to attract the right talent to organizations by studying the perceptions of those individuals involved in the process, as well as to increase knowledge within the intersection of both fields.
Following a social constructionist, interpretivist epistemological paradigm and a relativist ontological paradigm, we explored how talent managers and recently hired young talent at PwC Hungary socially constructed their experience on the use of the gamified intervention Multipoly. Through the conduction of a qualitative research study, recurring patterns found in our interviews served as starting point of our investigation. Following an abductive, inductively oriented approach we related research to theory.
The findings suggest that Multipoly can be viewed as a vehicle to align prospective employee’s identity to that of the organization and that it acts as a pre-socialization tool that may ultimately make employee onboarding easier. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/8883017
- author
- Bui, Hoa Quynh LU and Van Zyl, Liam Tian LU
- supervisor
- organization
- course
- BUSN49 20161
- year
- 2016
- type
- H1 - Master's Degree (One Year)
- subject
- keywords
- Multipoly, gamification, talent acquisition, PSFs, perception
- language
- English
- id
- 8883017
- date added to LUP
- 2016-06-27 15:03:55
- date last changed
- 2016-06-27 15:03:55
@misc{8883017, abstract = {{The emergence of gamification in the field of talent acquisition evoked the interests in researchers and practitioners alike. However, as research on this topic is still in its infancy, we sought to explore the intersection of both fields within a PSF to extend the perspective on the understanding of the use of gamification in similar contexts. The purpose of this research was to explore how gamification in talent acquisition can be used as a tool to attract the right talent to organizations by studying the perceptions of those individuals involved in the process, as well as to increase knowledge within the intersection of both fields. Following a social constructionist, interpretivist epistemological paradigm and a relativist ontological paradigm, we explored how talent managers and recently hired young talent at PwC Hungary socially constructed their experience on the use of the gamified intervention Multipoly. Through the conduction of a qualitative research study, recurring patterns found in our interviews served as starting point of our investigation. Following an abductive, inductively oriented approach we related research to theory. The findings suggest that Multipoly can be viewed as a vehicle to align prospective employee’s identity to that of the organization and that it acts as a pre-socialization tool that may ultimately make employee onboarding easier.}}, author = {{Bui, Hoa Quynh and Van Zyl, Liam Tian}}, language = {{eng}}, note = {{Student Paper}}, title = {{Talent acquisition gamified: Insights from playing the game at PwC Hungary}}, year = {{2016}}, }