An Organisational Path to Gamified Recruitment
2018 (Engelska)Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hp
Studentuppsats (Examensarbete)
Abstract [en]
Gamification is a recent trend, around which interest has been growing exponentially for the past decade. Organisations have tried to adopt elements of gamification in different parts of their daily business. This paper is focusing on adding gamification elements to the recruitment processes within an organisation. The purpose of the research is to identify the most suitable elements that organisations can start to implement in their existing processes, and to provide a vision to them on how to mature these new processes.
To support the argument a state of the art literature review was carried out around the areas of gamification, recruitment, organisational processes and their maturity. Furthermore the conclusion and proposed tooling also relies on results of a Delphi study that was carried out within the scope of this research. The outcome is a tool, which is a result of a synthesis of the Recrutainment and Business Process Maturity Level frameworks, enhanced with elements that surfaced from the primary research. Present paper contributes to a field of study where the application of the principles are ahead of the academic literature. The main contribution is the conceptualisation and critical evaluation of the existing applications, in order to enable controlled change for organisations wishing to adopt gamification as part of their recruitment process.
Ort, förlag, år, upplaga, sidor
2018.
Nyckelord [en]
gamification, recruitment, recrutainment, bpmm
Nationell ämneskategori
Elektroteknik och elektronik
Identifikatorer
URN: urn:nbn:se:ltu:diva-69371OAI: oai:DiVA.org:ltu-69371DiVA, id: diva2:1216791
Ämne / kurs
Examensarbete, minst 30 hp
Utbildningsprogram
Informationssäkerhet, master
Handledare
Examinatorer
2018-06-202018-06-122018-06-20Bibliografiskt granskad