Gamification_in_Employee_Train
Gamification_in_Employee_Train
MILLENNIAL PERSPECTIVES
A dissertation submitted
by
MARY E. SAUNDERS
June, 2017
to
Upon the recommendation of the Faculty and the approval of the Board of Trustees, this
dissertation is hereby accepted in partial fulfillment of the requirements of the degree of
DOCTOR OF PHILOSOPHY
Approved by:
__________________________________
Committee Members:
Michelle Post, PhD
Gwynne N. Dawdy, PhD
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ii
Gamification in Employee Training and Development: Millennial Perspectives
by
Mary E. Saunders
Abstract
employees with gamified training and development. This study centered on two research
questions: What is the nature of the lived experiences of millennial employees when
millennials ascribe to their lived experiences when using gamification methods in their
training? A purposive sample of nine millennials living in the United States were
interviewed via telephone. Data collected was grouped and analyzed for common themes
using the modified van Kaam approach. The findings indicated that gamification was
competitiveness. Participants also expressed that gamification had helped them to overcome
barriers to work socialization, and had improved their feelings about their employers when
gamification to mean that their generation learned in different ways than earlier generations,
and that employers were finding appropriate ways to engage them by keeping pace with the
evolution of content-delivery methods. The results of this study may help leaders and
iii
overcome barriers to collaboration, to promote collaboration, and by reinforcing in employee
communications that gamified systems are to help maximize employee learning and
development.
training methods
iv
Acknowledgements
Firstly, I would like to acknowledge my Advisor, Dr. Ella Benson, whose expertise
and guidance inspired and encouraged me throughout this process; and my Committee
Members, Dr. Michelle Post and Dr. Gwynne Dawdy, whose generosity and support made it
possible for me to complete this doctoral thesis. These wonderful professionals took the time
to reply to my emails, and my texts, and showed great interest in my research. Their valuable
mentoring is greatly appreciated as they were a constant source of motivation for helping me
participate in my research. Without their input, this research would not have been
completed.
I would also like to express my gratitude to my family and friends for their
confidence and input in this research. To my husband, Mark, for his input and support, and
to our precious daughter, Abigail, for her patience with mom not being there sometimes
v
TABLE OF CONTENTS
Definitions of Terms........................................................................................................ 15
Assumptions .................................................................................................................... 15
Limitations ...................................................................................................................... 16
Summary ......................................................................................................................... 16
Search Strategy................................................................................................................ 20
vi
Employee Development and the Learning Organization ............................................... 38
Summary ......................................................................................................................... 50
Instrumentation ............................................................................................................... 67
Pilot Study....................................................................................................................... 67
Data Collection................................................................................................................ 69
Validity ........................................................................................................................... 73
Summary ......................................................................................................................... 76
Pilot Study....................................................................................................................... 77
Sample ............................................................................................................................ 79
Data Collection................................................................................................................ 79
vii
Meaning That Millennials Ascribe to Training and Development Gamification ........... 84
Conclusion ...................................................................................................................... 85
Conclusion ...................................................................................................................... 96
REFERENCES.................................................................................................................... 98
viii
LIST OF TABLES
LIST OF FIGURES
ix
APPENDICES
x
CHAPTER I: INTRODUCTION
and development as a means to engage and retain millennial employees (George, 2015).
competitive position in the global and competitive marketplace (Eggleston, 2015; Gastich,
2015; George, 2015; Neo, 2015; Ruhi, 2015). At the time of this study, researchers had
forecasted that by 2025, 75% (Napolitano, 2015) of the workforce would include the
these digital natives engaged in creative ways could improve overall productivity and create
higher returns on investment (Napolitano, 2015). This phenomenological study helped the
their training and development. The results of this study may help leaders and employers to
techniques (Radu, Beleiu, & Nistor, 2014) to engage and motivate employees in institutional
games to encourage learners to engage with the content to progress toward a specific goal,
objective, or both (Kapp, Blair, & Mesch, 2014). Based on many favorable studies,
gamification techniques are more beneficial over traditional training methods both in the
students in better retention of knowledge (Kapp, 2012; Kapp et al., 2014; Paul, 2014).
1
Gamification techniques aid in employee engagement during training. While there are
companies that have already gamified their businesses, many companies struggle with how to
integrate gamification into their training and development of employees (George, 2015;
The background for this study had three main aspects regarding millennials: their
demographics, their use of technology, and what attracts them to work for and stay with a
company.
The term millennial refers to the demographic cohort of individuals born between
1981 and 1997 (Pew Research Center, 2015). Table 1 compares the birth years and ages of
millennials to earlier generations. As the youngest cohorts of adults, millennials will shape
Table 1
Some historical events have been crucial in shaping the lifestyles of millennial
employees. These events include: (a) the September 11, 2001 attacks on the United States,
2
aka 9/11; (b) the Great Recession; (c) a record amount of student loan debt; (d) a lack of
available employment opportunities; (e) the surging cost of living; (f) the postponement of
starting their own families; and (g) a technological revolution (Gil, 2015).
more new opportunities than were available for earlier generations. Because of this
techno-savvy, highly motivated, and knowledge-driven with a desire to positively impact the
business world and the economy as a whole (Gil, 2015). Ultimately, millennials wish to
leverage their multi-faceted, versatile skill sets and are seeking professional opportunities
acquiring the necessary training, knowledge, and skills to make a positive impact in the
global business world. The primary concern of millennials in the workplace is adequate
training and development as indicated in The Hartford’s 2014 Millennial Leadership Survey.
It is significant that 21st-century leaders are meeting the needs of millennials by using
innovation and technology to attract, retain, engage, and motivate them (Gil, 2015).
who can empower them and further develop their skills. In particular, millennials are seeking
leadership roles where they can offer their perspectives on new and innovative systems and
current training and development methods to attract the next generation of employees.
3
The purpose of this transcendental phenomenological (descriptive) qualitative study
was to understand the lived experiences of millennial employees with gamified training and
development. The millennial generation is influencing the way learning is conducted in the
2015). It is foundational that 21st-century organizations realize that the rapid change in
technology and innovation can help them retain their competitive positions in the global
employees (Farrell & Hurt, 2014; Marcinkus, 2012; Neo, 2015; Ng, Schweitzer & Lyons,
2010). According to studies, employees who are disengaged will cost organizations billions
of dollars on a yearly basis, whereas engaged employees will improve the organization’s
Statement of Problem
much as 75% of the global workforce by 2025 (Cekada, 2012; George, 2015; Napolitano,
2015; Schawbel, 2013). The general problem was that organizational leaders did not know
how to engage, train, and retain millennial employees. Based on a growing body of research,
traditional training and development methods were not as effective for the next generation of
workers (Fry, 2015; Gil, 2015; Taylor & Keeter, 2010; U.S. Chamber of Commerce
Foundation, 2015). In fact, organizational leaders were having difficulty choosing the most
efficient training delivery methods in order to facilitate employee learning and development
4
Gamification procedures have turned out to be an effective way to deal with
millennial engagement, and inspiration (George, 2015; Nero, 2015, Ritter, 2015). It was
evaluated that the gamification business sector would develop from $421.3 million to $5.502
billion in 2018 (Rohan, 2015). The effective integration of gamification techniques would
2015; Gamification Corp., 2012; Kapp, 2012). Patten (2015) indicated that a comprehension
of how games persuade the more youthful era’s yearning to overcome hindrances is being put
to better use as organizational leaders take in the force of dynamic rewards. Corporate
leaders who gamify their training programs have seen extensive achievement. Joining
that to utilize gamification to drive engagement and meet learning goals, it was insufficient to
The specific problem addressed in this study was that although extensive data were
accumulated regarding the positive influence gamification had on business outcomes, to date,
leaders in business could not articulate the phenomenon of the millennial lived experience of
gamification in training and development (Korolov, 2012, Paul, 2014). Failure to address the
training and development needs of millennial workers, or to streamline the training and
reported that employees who were disengaged would have a significant impact on
organizational costs, bringing about a loss of billions of dollars each year, while a workforce
5
To ensure a highly competent, motivated, and engaged workforce, corporate leaders
must streamline their training and development strategies to retain their best employees (Gil,
2015). Cheong, Filippou, and Cheong (2014) advocated that a motivated and engaged
workforce would enhance both employee engagement and company results or profitability.
Werbach and Hunter (2012) indicated that the execution of gamification will (a) help
corporate leaders to comprehend the intended interest group, (b) decide how well the players
will perform at work, and (c) utilize the proper diversion components to persuade the players
to act. Farrell and Hurt (2014) and Ng et al. (2010) asserted that enhancing the approach to
the training of millennial workers may help guarantee their engagement and retention (Farrell
was to understand the lived experiences of millennial employees with gamified training and
development. This study sought to identify the essence of meaning in such experiences. As
the intent and focus of this study were to understand the phenomenon of the use of
phenomenological research method was the most relevant approach to meet this research
goal.
Participants for this study derived from a purposive sampling process, involving nine
and development through the lens of millennial employees, the researcher conducted
in-depth, semistructured interviews to do the study, after she obtained informed consent from
the participants. As indicated by Moustakas (1994), there were no in-advance criteria for
locating and selecting the research participants. For this study, the researcher utilized the
6
purposive sampling process, which considered millennial employees in the age group 18 to
34. Other essential criteria included that the research participants were (a) experienced with
the phenomenon of gamification in training, and development in the workplace; (b) were
intensely interested in understanding its name and meanings; (c) were willing to participate
in a lengthy interview, and (perhaps follow-up interviews); and (d) were willing to grant the
researcher the right to tape-record, and publish the data in this dissertation and other
publications. A full discussion of the method used to conduct this study can be found in
Chapter III.
has been paid to the way in which corporate leaders can use it to help guarantee engagement
and retention of millennial workers (Farrell & Hurt, 2014; Gamification Corp., 2012;
Korolov, 2012; Marcinkus, 2012; McGonigal, 2010; Wiebenga, 2005). As an example of the
need for engagement, Paliwal (2015) reported that fewer than one in 10 employees in the
workplace were engaged, and that the vast majority were disengaged and lacked motivation.
This study was critical because it gave millennial representatives the chance to voice their
discernments about gamification procedures and advantages in their workplace training and
development. When effectively implemented, gamification may help to engage and retain
millennial employees.
Paul (2014) asserted that it is in corporate leaders’ best interest to train employees
with up-to-date methods of training to help ensure the organization’s bottom line. Thus,
21st-century leaders must modernize their current training and development strategies, and
ensure that the new generation of employees is engaged and motivated. Paul (2014) also
indicated that current workforce training relies on conventional face-to-face interaction in the
7
classroom. However, to remain competitive and survive in the global marketplace,
workplace leaders must implement new methods of training and development, such as
gamification, along with other methods, which will allow organizations to retain their
competitive advantage.
productivity and profitability within the organization (George, 2015; Neo, 2015).
Employees, who could provide input and were involved in the decision-making processes
would feel that they were more valued and appreciated, as their contributions would have
made an impact on business results (Neo, 2015). Eggleston (2015) reported that millennials
are more focused on professional development as they want to learn and feel empowered to
Two theories were used to support the conceptual rationale for this study. The
principal theory used was Deci and Ryan’s (1977) theory of self-determination (SDT). SDT
employees and reassures that their input is taken into consideration by leaders in the
mechanics or design techniques” (Radu et al., 2014, p. 20) to engage employees. According
to SDT, individuals can (a) experience psychological growth by mastering tasks and learning
different skills (i.e., competence), (b) they need to experience a sense of belonging and
attachment to other individuals (i.e., connection and relatedness), and (c) they need to feel in
control of their behaviors and goals (i.e., autonomy; Deci & Ryan, 2011; Ryan & Deci, 2000,
2008). Based on the SDT theory, Deci and Ryan (2011) advocated that the three
8
psychological needs of the workplace (i.e., competence, autonomy, and relatedness) are
The self-determination theory identifies two types of motivations. These are intrinsic
monetary gain, but for a sense of self-satisfaction. Extrinsic motivation is externally focused
and often includes financial rewards, praise, or both from another individual (Deci & Ryan,
2011; Kapp et al., 2014; Ryan & Deci, 2000, 2008). Kapp (2012) and Kapp et al. (2014)
noted that gamification has had a significant impact and helped to enhance the motivation
organizations worldwide. Deloitte utilizes the concept of gamification, where they employ
the Behavior Platform through Badgeville to enhance positive behaviors and engagement in
individuals (Kapp et al., 2014). In a study by George (2015), the author emphasized the
importance of motivating and engaging millennials in the workplace as this will have a
George (2015) reported five ways that businesses can help ensure employee
engagement and motivation for better retention and business results. These include (a) social
impact, (b) employee recognition and feedback, (c) career development, (d) socialization and
team building, and (e) flexibility. Neo (2015) posited that forward-thinking corporate leaders
could engage and motivate their workforce by applying new technological and innovative
strategies to ensure better retention rates. Highly engaged employees will result in reduced
9
Gamification may have significant potential in traditional education where there is a
(Harman, Koohang, & Palisziewicz, 2014). The aim of gamification is to ensure that game
gamification helps to create a more engaging teaching and learning experience by elucidating
complex subjects, reducing the learning curve and adopting systems thinking (Kapp, 2012).
Farrell and Hurt (2014) contended that game-based learning (GBL) is used by individuals
who have an interest in improving learning through motivation. Furthermore, playing games
advantages over training content that is presented in a traditional manner. Although gamified
learning produces positive results, those results are contingent upon how the techniques are
applied and incorporated into instructional design processes. The 21st-century leaders must
understand the psychology of learning to effectively apply the appropriate use of games,
and their leaders must adapt to enable organizational long-term survival and success. The
millennial generation has different expectations regarding teaching and learning than that of
the baby-boomer generation and generation X (Fructuoso, 2015). Further, Fructuoso noted
that millennials prefer opportunities in advanced learning where there is (a) collaborative
work and networking, (b) varied activities, (c) communication skills involved, (d)
personalized learning, and (e) a high standard. Fructuoso reported that millennials would
prefer to learn by being actively involved where they can participate, work in teams, and
10
advance their skills for the digital era. Studies indicate that this group of employees are
highly engaged and would prefer using technology and innovative techniques both in the
organizational settings. Having the right approach, along with the practical implementation
of the right technologies will aid in better teaching and learning for the future generation of
required for millennial learners. These include (a) ubiquity and flexibility, (b)
personalization, (c) self-regulated and learner-centered, (d) experimental, (e) real life, (f)
participative and active learning, (g) collaboration, (h) interactivity, (i) social learning and
networking, (j) creativity, (k) reflection, (l) responsibility, (m) digital competence, and (n)
lifelong and lifewide learning. Fructuoso (2015) indicated that the younger generation would
become the future leaders. They will leverage technologies to transform the way of learning
and communicating information. Gamification has had a significant impact and is suitable to
enhance the motivation and engagement levels of individuals both in institutional and
The secondary theory used as a conceptual framework for the study was Bandura’s
(1986) social cognitive theory (SCT). SCT can be defined as the beliefs in one’s capabilities
to organize and execute the course of action required to produce given attainments (Salanova
learning behaviors and attitudes. Bandura’s (1986) SCT can be used to improve education
11
and training in corporate settings because it takes personal actions and contexts into account.
by Boyce (2011), social learning involves positive feedback, which helps to improve
learning, and helps students to develop positive beliefs. Millennial employees who
experience gamification can offer unique insights through their personal accounts as to how
Research Questions
was to understand the lived experiences of millennial employees with gamified training and
grows out of intense interest in a particular problem or topic. The researcher’s excitement
and curiosity inspire the research. Personal history brings the core of the problem into focus.
It aims to reveal more fully the essences and meanings of human experience;
It seeks to uncover the qualitative rather than the quantitative factors in behavior
and experience;
It engages the total self of the research participant, and sustains personal and
passionate involvement;
The research questions for this study were thoroughly defined and carefully framed in
accordance with the research paradigm’s principles, while ensuring that the necessity of the
phenomenological approach was met (Reiter, Stewart, & Bruce (2011). In addition, the
research questions were written as broadly as possible and as detailed as necessary (Reiter et
al., 2011).
12
In transcendental phenomenology, the research questions are the center of an
examination and to aid it the questions must be precisely developed; that is, each word must
be purposely picked and requested so that the essential words show up promptly, catch the
researcher’s consideration, and can help the researcher manage and coordinate the
phenomenological process of seeing, reflecting, and knowing. Each questions is related back
to the inquiry, is created exclusively to enlighten the investigation, and gives a depiction of
the marvel that is fundamental, rich, and layered in its textures and meanings (Moustakas,
1994). The purpose of this study was to answer the following research questions:
RQ1. What is the nature of the lived experiences of millennial employees when
gamification is incorporated in their training and development?
The most suitable approach for this study was qualitative. This research was focused
on the use of gamification in training from the perspectives of millennial employees in the
work environment. The use of qualitative research was a suitable methodology for
incorporating different viewpoints and tending to the issues of philosophy, methodology, and
methods (Singh, 2015). Qualitative research gives a rich and detailed statement of individual
implications and intricacies of our social world as it offers the likelihood of listening to the
Denzin and Lincoln (2000, 2005), qualitative researchers push the socially developed nature
of reality, as well as the private relationship between the researcher and what is considered.
Such researchers underscore the quality loaded nature of the request. They look for answers
to inquiries that emphasize how social experience is made and is given significance.
13
Qualitative studies consist of one or more of the following purposes: description,
enables a researcher to (a) gain new insights about a particular phenomenon, (b) develop new
concepts or theoretical perspectives about the phenomenon, and (c) discover problems that
exist within the phenomenon (Creswell, 2014). Verification allows a researcher to test the
contexts. Evaluation provides a means through which a researcher can judge the
In contrast, a quantitative approach was not suitable for this study. Quantitative
methods focus on the estimation and investigation of causal connections between the
variables, not forms. Proponents of such methods assert that their work is done from inside a
quality-free structure (Denzin & Lincoln, 2005). Quantitative methods quantify (Hennink,
Hutter, & Bailey, 2011) a research problem and produce measurable outcomes that can be
it used a qualitative approach and offered the best methodology for measuring participant
experiences to a particular situation (Moustakas, 1994). This design was the most relevant to
understanding the phenomenon of the use of gamification in training and development from
the viewpoint of millennial employees. This design attempts to describe purely personal
phenomenology (interpretive) to interpret such experiences (Creswell, 2013; Sloan & Bowe,
14
2014), Giorgi (1997, 2007) indicated that phenomenology included an exploration of the
The phenomenological study captured the essence of an experience, which lent deep
insight into the personal experiences of everyday life (Merriam & Associates, 2002). The
phenomenological method included (a) a description, (b) within the attitude of the
phenomenological reduction, and (c) sought the most invariant meanings for a context. It
Definitions of Terms
The following words and terms were defined to facilitate an understanding of how the
connotes involvement, commitment, passion, enthusiasm, focused effort, and energy. Hence,
Employee retention: The policies and practices which lead the employees to be loyal
Game elements: Elements that are characteristic of games (Radu et al., 2014).
techniques to engage and motivate people to achieve their goals (Radu et al., 2014).
Millennials: Also known as Generation Y, next gen, dot com generation, net
generation, digital natives, sunshine generation, and other terms that denote their newness
and lifestyle. These are the youngest generation in the workplace (Aruna & Anitha, 2015).
Assumptions
Qualitative research does not enable accurate generalizations because results are
usually embedded in the context of the data sample (Ali & Yusof, 2011). Since the
15
researcher was qualifying the individual experiences of a purposive sample of millennials, it
might be difficult to make broader assumptions of this population group. The researcher
needed to select participants who have direct involvement with the phenomenon, as opposed
to those who have points of view on the experience. In addition, the researcher might have
had difficulty bracketing experiences (i.e., epoché) and deciding how and to what degree
these assumptions were introduced to the study (Denzin & Lincoln, 2005; Moustakas, 1994).
Limitations
While this present phenomenological study was focused on the use of gamification in
training and development from the lived experiences of millennial employees, the study was
not without limitations. First, phenomenological research can be tedious as the interview
process can be extensive. Second, the use of participants for such research requires a
approach, participants were allowed to convey what they wanted to without concern toward
any outcomes of their reported experiences to the researcher. Third, although interviews
were conducted to the point of saturation, the small sample size means that caution must be
exercised when attempting to extrapolate the findings to a broader population. Finally, the
researcher’s findings might be skewed by the researcher’s own biases. Identifying her
personal biases helped the researcher to monitor the manner in which she might be shaping
Summary
might extend the capabilities of the learning organization. Gamification includes the use of
game mechanics to engage and motivate individuals to achieve their goals. Further,
16
new and innovative ways to acquire the needed skills and to remain motivated and engaged
(Gil, 2015; Paul, 2014). Gamified training and development is one of the latest and most
innovative tools an organization can use to get positive outcomes. Twenty-first century
organizational leaders must modernize their training and development strategies to attract,
retain, and keep the new generation of employees engaged and motivated.
Two theories were used as supporting frameworks for this study; together, these
provided insight and understanding of gamification in training and development. Deci and
Ryan’s (1977) SDT was an empirical assessment of human motivation and personality.
Bandura’s (1986) SCT was used to improve education and training in corporate settings
because it takes personal behaviors and contexts into account. Corporate leaders might find
this study useful in their choice of gamification for 21st-century learning and development
for millennials.
Chapter II outlines discussions of how the literature review was conducted. This
includes search strategies and a review of the literature related to the research to understand:
employee development;
empowering millennials;
17
use of motivation in successful game design; and
Chapter III outlines the method and design for the study. Chapter III also includes the
characteristics of the target population, the data collection procedures that were used, the
interview questions asked of participants, and a description of the process for analyzing the
namely the participant demographics and the emergent themes from the study. Chapter V
provides the summary discussion by recapping the need for the study, the purpose of the
research, the research questions that guided the study, the interpretations of findings, the
implications for theory and research, the implications for practice, the recommendations for
18
CHAPTER II: LITERATURE REVIEW
The researcher reviewed previous research about the use of gamification in the
workplace from the perspectives of millennial employees (Boote & Beile, 2005). Reviewing
the literature helped the researcher gain more insight into the research topic than would have
research-based literature based on the research questions (Moustakas, 1994). For this study,
the researcher evaluated the design, methodology, and findings of prior studies.
was to understand the lived experiences of millennial employees with gamified training and
development. The literature review resulted in findings about how attracting and retaining
millennials has influenced both instructional and organizational settings and revitalized
e-learning. For example, as noted in Chapter I, in the workplace, millennials are seeking
new and innovative ways to acquire the skills to remain motivated and engaged
while doing their jobs;
opportunities where they are can advance themselves through the acquisition of
the necessary training, knowledge and skills in order to make a positive impact in
the global business world;
leadership roles where they can offer their perspectives regarding new and
innovative systems and processes; and
new and creative ways to acquire the necessary skills and to remain motivated and
engaged.
19
the future of work/generational shifts;
employee development;
gaps in the literature about millennial employees and gamification for workplace
training and development.
Search Strategy
The researcher’s search strategy involved using databases such as Business Source
Complete, and Google Scholar to find textbooks, journals, and online articles relevant to the
study. She reviewed the table of contents, bibliographies, and reference lists of those sources
to narrow her investigation and to focus on gamification, the millennial generation, and
learning styles as it related to technology. The information gathered through the literature
Some of the keywords and phrases that were used to do the literature search included
20
team concepts
work/life balance self-determination theory
team building social learning theory
Several books on gamification written by Kapp (2012), and Kapp et al. (2014), were
recommended by professionals in the area of study. Kapp (2012), and Kapp et al. (2014)
have made substantial contributions to the technological and innovation field and have
provided new ideas and perspectives on the effectiveness of gamification in training and
development for the 21st century. In sum, the review of the literature helped the researcher
in finding a topic for exploration and in analyzing and synthesizing data that is relevant to
writing and reporting on a topic within a limited timeframe (Cronin, Ryan, & Coughlan,
2008).
employees and the use of gamification for workplace training and development.
Several researchers identified gaps in the literature, which were also encountered
during the literature review. The first and amongst the most significant gaps in the literature
is that organizational leaders seem to lack effective strategies in training and developing the
millennial generation (Cekada, 2012; Eggleston, 2015; Farrell & Hurt, 2014; Neo, 2015; Ng
et al., 2010; Wiebenga, 2005). Hagel (2014) accentuated the need for business leaders to
think about the manner in which they can get their people connected. Hagel proposed that
organizational leaders give millennials the time and autonomy to develop the skills they
needed to build their network. He argued that this generation of workers tend to move from
one job to another seeking career opportunities where they can network effectively. For
21
example, millennials envisage conferences as critical events to connect with others and to
By developing their skills and preserving their autonomy, millennials enact what Deci
and Ryan (2002) coined the SDT, or self-determination theory. This theory can be defined as
the interplay of intrinsic and extrinsic factors that motivates human behavior (Deci & Ryan,
2002). The extrinsic factors represent the external conditions, such as conferences and the
work environment, whereas the intrinsic factors are pursued out of enjoyment and
self-determined gives individual control of their actions. When combined, external and
Marcinkus (2012) identified a second gap in his study on reverse mentoring at work:
new recruits with relevant knowledge to share have the capacity to be mentors. These new
proposed that research that is more empirical is needed to aid in the exploration of the impact
To continue, the learning styles of millennials is a third gap in the literature. One of
the supporting frameworks for this study is Bandura’s social learning theory. From this
theory, the researcher gains a model of the ways in which individuals learn through
observation through social contexts (Kapp, 2012). This has implications for gamification
training and development methods since millennials desire a sense of belonging, support and
socialization in the workplace. Farrel and Hurt (2014) revealed that there is limited research
on the learning styles of millennials. To address this gap, more research is required to
22
measure the efficacy of different learning methods.
A fourth gap was noted by Frost, Matta, and MacIvor (2015) who noted that the
learning management system would have produced better results had it been designed
A fifth gap was noted by Cheong et al. (2014) in their article, which outlined the
Cheong et al. (2014) stated that limited data sets could falsify the results of the study. In
addition, they advised on further exploration in using game element ratings and comments by
respondents, which would aid the further analysis of the game elements.
The term gamification was probably initially used in 2002. However, it was not until
2010 that the concept of gamification gained popularity and received greater interest when it
attracted the attention of marketers who aimed to use it to influence consumer behavior
(Gatautis et al., 2016). In 2010, business leaders at Bunchball, the organization that is the
gamification, was the first to present the solutions of game design usage as a service to other
companies. In addition, the leaders launched their services to other organizations, the aim of
which was to share the experience and ideas of implementing gamification on internet
websites that were not directly related to games (Gatautis et al., 2016).
Gamification is the use of game elements that are traditionally associated with
gaming to achieve a positive outcome and behavior change (Gauautis et al., 2016). For
23
example, leaderboards have been used to rank lectures and keep a large number of students
excited and motivated (Kapp, 2012). Zamir (2015) indicated that 21st-century leaders now
realize the significance of gamification in training and development and the manner in which
gamification can bring about better results than traditional training and development.
Gamification and its related elements aid in organizational successes, employee engagement,
and motivation (Cook, 2013; Roberts, 2014). Further, the most significant reason
change within the organization. The use of gamification and its elements have had a major
gamification techniques within the classroom stimulates the teaching and learning experience
(Cook, 2013).
Avantika (2015) advocated that traditional methods of learning are not very
satisfactory in the 21st-century workplace. The alternative, gamification, is the new “secret
sauce” that leads to a more engaged and motivated workforce and further enhances the
learning process within the 21st-century learning organization. The purpose of gamification
typically stems from one of three reasons: (a) a younger workforce demands it, (b) training is
too boring, or (c) more fun is needed to achieve organizational learning outcomes (Zamir,
2015).
Further, corporate leaders should emphasize the use of training games since
gamification has been one of the best tools for achieving behavioral change. As for design,
requests for gamified projects are more focused on games that incorporate an avatar that is
rewarded with badges after tasks are completed. However, the game dynamic and aesthetic
should only form a part of the design planning and should not be the primary objective.
24
Zamir (2015) suggested some best practices organizational leaders must take into
account when considering the purpose and design of gamification. These best practices
include (a) avoid gamification fatigue, (b) use gamification for engagement, (c) use
gamification for exploration, and (d) use game levels to achieve mastery. The integration of
effective gamification techniques raises the engagement factor of learning and development
Luttrell and McLean (2013) purported that every year, millennials, who are the
leaders of the 21st-century organizations, are joining the workforce, which will result in 40%
of the world’s professionals by the year 2020. Much like the generations before them,
millennials encompass the newest group of thinkers and doers, boasting evolved ideas and a
more advanced skill set. Luttrell and McLean further outlined five easy ways organizational
leaders can work with millennials; namely by offering: collaboration and innovation;
customized jobs and professional development; freedom; mutual respect; and fun at work.
Organizations can no longer pursue the idea of acquiring skills which will last a
organizations can no longer depend on the mere examination of the present abilities required
at the work environment as the premise for designing training programs. What is needed
of increasing complexity and rapid technological progress at the workplace will help
25
Collaboration and innovation. Millennials prefer to work in a collaborative work
Thus, creating the right strategies in the training and development of the millennial
generation will enhance their motivation and engagement levels within the organization
(Luttrell & McLean, 2013). Learning leaders have found that incorporating components into
advancement offerings can expand profitability, employee engagement and retention, and
Millennials prefer to be involved in work projects and in the framework of ideas for
corporate change. Engaging them in this effort will set the organization apart from its
competitors in the global marketplace. Further, providing millennials with the latest and
up-to-date tools will allow for greater organizational efficiency and effectiveness. Exposure
to professional organizations and being involved in external groups also allows millennials to
build their curiosity and creativity, which aids in promoting their big ideas to the team
There are two key trends that will make the inclusion of social technology in society
and in life a necessity: the physical separation amongst groups and the passageway of
millennials into the workplace. These new employees bring together different needs and
desires to their occupations and they frequently encounter a prepared workforce that has
altogether different work styles. New advances permit individuals to bring up issues, to offer
instructional method of courses taught by human resources departments are becoming less
26
efficient. Millennials know how to customize almost anything, which allows them to
custom-build upon their current skills and custom-enhance their professional development.
Further, providing millennials with regular feedback and helping them in defining their goals
gives them opportunities for training and professional improvement (Luttrell & McLean,
Millennials are not from a universal system far, far away. They are a heterogeneous
group who have advanced in the data innovation age. These individuals have been brought
up in societies that are globalized and yet, in some cases, also limited, while also inside a
changing economic and social range. The Middle East is receiving creative techniques to
suit the requirements of these new-age learners, who should be willing to learn and make
strides. Some vital central focuses that business leaders in the United Arab Emirates (UAE)
are embracing to prepare millennials successfully include (a) knowing your audience and
understanding what they want, (b) satiating their eagerness to learn and to learn in their own
way, (c) realizing what they require is more than just data, (d) continuing with their past
engagement and grabbing their attention, (e) giving them adequate space and support to do
work their way, (f) perceiving their requirement for input, (g) permitting them to apply the
information, and (h) giving them independence and acknowledging their responsibility
(Chopra, 2016).
Culturally, millennials hold high respect for their seniors; however, they would like to
be dealt with on par mentally. Twenty-first century organizations can anticipate that
27
learning, to feedback mechanisms, and to experience self-adequacy and self-governance
more flexible workplace to attract the best workers. With changes in technology and
innovation, business leaders now realize the ideal work environment in which the next
generation of employees would prefer to work. For example, millennials want an improved
work-life balance. Further, millennials are so tech-savvy that they are always connected to
the workplace, even when they are outside of the work environment (Luttrell & McLean,
2013).
Millennials seek freedom and flexibility in working hours as they realize that business
results require work beyond traditional work hours. In addition to an unconventional work
schedule, millennials much prefer to work from home rather than from their desks (Luttrell &
McLean, 2013). By 2020, nearly half of the workforce in the United States will be composed
of millennials. Millennials show such attributes as certainty and resistance, and they trust
that their greatest years are yet to come. They are socially cognizant, peppy, prepared to
tackle challenges, and are constantly open to change. Organizations like Toyota, IBM, and
Deloitte, are as of now spending up to 3% of their income to pull in millennial ability. A few
methods that 21st-century organizational leaders can use to attract millennials include being
(a) where they are, (b) caring, (c) flexible in scheduling, (d) generous, and (e) attentive
(VanGorp, 2015). Further, developing specific strategies to target this millennial talent is a
sound investment. Tapping into their limitless reserves of energy, technical skill,
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Mutual respect. Millennials are the first generation to grow up with nearly
ubiquitous access to technology. They are more proficient in the use of new tools and
situations that produce meaningful and lucrative outcomes (Luttrell & McLean, 2013;
Murray, 2013). Millennials are often disappointed when they are being set back in their
growth, training and development, which can result in some problems. Millennials would
to contribute and giving them challenges, business leaders may be able to do a better job of
retaining millennial employees who are committed to the organization’s success (Cook,
2013).
Fun at work. A flexible, fun and collaborative work environment brings out the best
in millennials. Infusing fun into the working environment does not mean embedding
recreational offices, nor does it imply that work is not work. Rather, fun in the workplace
involves making a domain where employees can appreciate work, which benefits workers as
well as the whole organization (Houlihan & Harvey, 2015). Parise and Crosina (2012) noted
that the use of digital games in institutions had impacted the manner in which teaching and
learning are conducted. Digital games have resulted in the efficient delivery of online
learning that is active, playful and engaging. Top companies like Zappos and Google
As stated by Luttrell and McLean (2013), cubicles and computers that are archetypal
of the traditional work environment are no longer the standards for successful businesses.
indicated by Cook (2013), corporate leaders who modernize their work environment, and
29
adapt to new and innovative changes can cultivate the next generation of employees into the
According to Parise and Crosina (2012), experiential learning has impacted the
manner in which teaching and learning take place in the 21st-century classroom.
Experiential learning has, in fact, challenged traditional delivery models, which have led to
more gaming to promote learning. The use of computer-based games is being used to
motivate students, encourage engagement, and improve overall teaching and learning
outcomes. Games may include multiplayer and single player video games, virtual worlds
such as online simulations, and social media applications, including location-based services
As millennials become more familiar with video games and social media both in their
professional and personal lives, the use of these games has impacted the manner in which
learning due to their design elements (Greengard, 2014; Parise & Crosina, 2012).
Some of the characteristics of games include (a) a goal or win condition that players
strive to reach, (b) rules and outcomes that must be adhered to, (c) obstacles or challenges
that need to be overcome, (d) an environment that can be explored and in which one can
succeed, (e) a competitive element where goals act as catalysts for action, and (f) interaction
with others (Parise & Crosina, 2012). The use of game elements or gamification in education
can result in students asking questions in a study group format. Based on the outcomes, the
student would receive medals as rewards for answering questions, and earn badges for
participation and levels of achievement as they progress and help one another. A
30
well-designed game can result in higher student motivation (Parise & Crosina, 2012). As
Sujanksy (2011) asserted, fun and enjoyment are important constructs in the learning process.
Multiplayer computer games have sparked curiosity, imagination, and a sense of play that are
to students having fun, while they are also challenged and rewarded (Greengard, 2014; Parise
Organizational leaders who transform and revolutionize their workplaces will see
significant outcomes and successes (Gatautis et al., 2016). Adapting to new technologies and
innovations, and making the necessary changes in the training and development of the next
generation of employees will allow corporate leaders to understand better the significance of
a learning organization (Cook, 2013). Additionally, spotting new opportunities for training
and development of the millennial workforce can significantly impact the bottom line and
help leaders to shape proactively the future of the organization (Hines, 2011).
Hines (2011) purported that generational shifts will impact 21st century workplaces
as more baby boomers are approaching retirement age. Corporate leaders will need to make
the necessary adjustments for Gen X-ers and Gen Y-ers as these individuals ascend to
leadership positions and “bring their different priorities with them” (Hines, 2011, p. 14).
With the many changes in technology and innovation, millennials can make new
improvements to the workplace. Millennials expect and strive for better work environments,
remote collaboration, and work-life balance. Organizational leaders who understand and
adjust to the work habits and values of the next generation of employees can expect higher
rates in productivity and a more dynamic and creative workforce. A competitive advantage
31
could be attained when the organization’s mission is aligned with new training and
development techniques.
their behavior (Roberts, 2014). Gamification practices are aimed at accomplishing specific
purposes to ensure successful outcomes. Good gamification practices include giving the
player an active role such as by collaborating in problem resolution and motivating the player
to achieve the intended goals (Gallego-Gómez & De Pablos Heredero, 2013; Piñeiro-Otero &
Costa-Sánchez, 2015).
technology. Incorporating the latest technological advances will help organizational leaders
handle these challenges more effectively. MacAulay (2010) reported that Elliot Noss,
President and CEO of Tucows, stated that video games enhanced his leadership skills and
development. Noss indicated that there were similarities among workplace practices and
to achieve a common goal, more is accomplished as there is adequate preparation and a clear
hierarchy regarding workers’ roles and responsibilities. Providing feedback and promoting
open dialogue are foundational in achieving the goals and objectives of the organization, and
32
et al., 2014). The U.S. Department of Education supported the use of open badge (a method
of gamification) to support education reform. Other methods of gamification include the use
of scores, levels, and points. Considering badges from different perspectives such as
identify and resolve problems. Investment in open badges has assisted in developing and
enhancing skills in the institutional environment (Ahn, Pellicone, & Butler, 2014).
To fully understand the use of badges, business leaders must consider three general
themes. These include (a) badges as a motivator of behavior, (b) badges as pedagogical
tools, and (c) badges as a signifier or credential, which is linked to economic and social
opportunity. Incorporating badges in learning can be beneficial for students and employees
as this can capture the experience and potential of learning activities (Ahn et al. 2014). The
practical design of any system is essential to ensure better outcome and success.
participation, and teamwork. The designing of games for training must be aligned to the
training goals to achieve the intended purpose. Selecting the most appropriate gamification
elements is essential to ensure the goals and strategies are achieved. Various elements of
gamification such as “progress mechanics, player control, and problem solving” (Adams &
Makramalla, 2015, p. 11) must be considered when designing games for training.
Mulqueen and Wolfson (2015) recommended four training techniques that business
include (a) show and tell, (b) relate information to what learners already know, (c)
incorporate stories, and (d) have students set goals. These techniques help in retention of
33
knowledge, collaboration, participation, motivation, engagement, and aid in meeting the
help leaders optimize the quality of the training experience by increasing learning time while
There are five elements of customized e-learning that can help corporate leaders
optimize training and business. These include (a) emphasize your subject, (b) flexibility, (c)
personalization, (d) quality of training, and (e) brand integration. Organizations can benefit
while ensuring success in the organization’s bottom line (Remis, 2015). A pilot study that
one-on-one meetings and time management” (Remis, 2015, p. 2). Based on the findings,
managers were able to set a clear mission and vision for their organizations, and provide
Pajaron (2015), identifying training needs will help executives in addressing gaps that exist
in current training and to focus on techniques that will help organizations thrive long term.
Incorporating best practices will aid in organizational leaders being more prepared in
recruitment and retention strategies for the new generation of workers entering the
baby-boomers can enhance interaction and social learning. Millennials can adapt to the
lifestyles of organizations, where there are clear paths for millennials to develop their skills
and their career progression (Hershatter & Epstein, 2010). Mentoring training programs help
managers to practice a more personal leadership style while providing a more supporting
34
environment for millennial mentees. Aubrey McClendon, CEO of Chesapeake &
According to Masie (2013), it is necessary to update the learning system that supports
on-the-job training (OJT). Masie (2013) advocated that organizational leaders take a “fresh
and modernized look at OJT” (p. 10). Times are changing and so is the need for
organizations to change. Adapting to new technology and innovation will help organizations
to remain competitive and thrive in the global business environment. Masie outlined five
examples of the changes that will be in effect for 21st-century organizations to succeed:
Job posters (print and digital)—the use of infographics and 3-D presentations will
help workers enhance new skills and acquire the knowledge needed to carry out
their roles successfully.
Badges for small skills—jobs can be broken down into a series of micro-skills and
managers can give badges to employees when they use their skills, and they help
each other to master their tasks. The badges can provide a focus for building
skills and for helping peers.
Teachable skills—incorporate OJT skills into job descriptions for managers and
line employees. Skills can then be broken down into simple steps that can be
modeled, reinforced and assessed in performance reviews.
Masie (2013) further advised that OJT is significant in helping employees transfer
new skills to the work setting. Thus, business leaders must modernize employee training and
35
development programs to ensure worker interaction, engagement, and motivation.
Traditional methods of learning and development are phased out. Therefore, adapting to new
learning methods to ensure employee engagement will help in organizational and business
ensure clients’ loyalty, satisfaction, and retention (“Engaging With Gamification,” 2015).
21st-century organizations are resulting in many challenges for organizations and their
leaders. Given the combination of the rise in the retirement of baby boomers, three
generations of workers coexisting in the workplace, and the rise in competition, innovations,
and technologies, leaders have to develop new approaches to remain competitive and thrive
in the global marketplace. The millennial generation of workers can best be described as the
the newest employees stay motivated by a new value system and their professional
Green and Roberts (2012) stated, “Emergent employees (88%) believed that loyalty
was not related to employment length while Traditional employees (94%) viewed loyalty as
the willingness to stay with an employer for the long term” (p. 82). Technology and
innovation have forced the emergent workforce to seek careers that are more fulfilling.
Additionally, the emergent workforce is more motivated by different leadership styles. For
instance, Generation Y-ers do not thrive under authority leadership style. Green and Roberts
36
purported that millennials are seeking to work with organizations that possess the
adaptable
spiritually focused
service-oriented
life-long learners
participatory
Incorporating the above attributes within 21st-century organizations will allow for a
more engaged and motivated workforce and result in long-term organizational success.
Millennial employees are the future clients and staff of 21st-century organizations.
Therefore, developing new strategies and modernizing training and development will not
only benefit these talented group of workers but will aid in improved organizational
outcomes (Gil, 2015). The traditional style of learning and development does not appeal to
millennial employees. Corporate leaders have to find new and innovative ways to attract
millennials as employees to the field. Real world experience is more valuable than
classroom instructions (Tadimeti, 2014). Millennials are seeking to work with organizations
that are adaptive to the development of skills through mentoring programs, internships,
recruitment strategies, social media, and other methods of learning and development.
Furthermore, organizational leaders must utilize the skills of millennials within their
organizations, open the lines of communication, and provide training and development
programs that will allow the team to retain their best talents.
37
According to Tadimeti (2014), though traditional training methods are interactive and
motivating, they suffer from certain disadvantages. These include (a) huge expenses, such as
classroom material, travel, and accommodation involved in training a large group of people
who are geographically distributed; and (b) loss of main work days when trainees take time
off their busy schedules to attend the training sessions. This prompts loss of man days and
Green and Roberts (2012) argued that creating new and innovative strategies within
work-life balance and the freedom to weave personal and work lives together.
McDonald (2015) advocated the need for organizational leaders to develop well-
designed e-learning programs. According to Rahman, Rahman, Ali and Khan (2016), current
learning is critical for the survival of any organization. Modified training programs help in
knowledge, and successful organizational outcomes. According to the social learning theory,
38
employees are best able to recall what they have learned when they emotionally connect to
execution by advancing different learning practices (Sung & Choi, 2014). According to
Patten (2015), e-learning will have a significant impact on employee learning and
development and the future success of the organization. Patten (2015) stated, “With 77% of
U.S. companies currently offering online corporate training programs, e-learning is rapidly
becoming an essential tool for employee training and business performance organization”
(p. 1).
Patten (2015) suggested several ways e-learning strategies can benefit 21st-century
workplaces to increase the efficiency of their corporate employee training programs. For
example, the e-learning strategies could focus on (a) being customized to the company, (b)
recruiting staff, (c) being economical and efficient, (d) having a global reach, and (e)
enhancing the skills of employees making them better prepared to handle challenges.
Effective e-learning programs must be tailored to include required instructions with personal
organizations. The next generation of employees wants to develop their skills and
knowledge. Leaders who help these individuals will be better able to recruit, retain, and earn
the loyalty of millennials (Patten, 2015; Rahman et al., 2016; Sung & Choi, 2014). Green
39
and Roberts (2012) suggested that employee development is foundational to 21st-century
The learning styles and methods of most leadership development programs are
tailored to baby boomers learning preferences. Redesigning for millennials
involves more group-based, collective training with an entrepreneurial focus. It
also entails employing more modular web-based distance learning programs to
promote asynchronous learning opportunities for millennial employees. For
in-class training, it means incorporating action learning models using team-based
approaches.
gamifying their businesses. A disengaged workforce has adverse effects on employees and
the bottom line. Leaders realize the need for gamification and other game elements to ensure
a more productive and engaged workforce. Taking advantage of intrinsic motivators can
result in significant benefits to the organization. Leaders who ensure the desires of
40
Games go hand-in-hand with fun. The strategies to consolidate work and recreation
generally differ in degree and application. However, a few Wyomingites are examining the
pattern of gamification to make work all the more compensating, or, if nothing else, all the
more enthralling (Wilcox, 2014). Leaders at the Badgeville organization advance employee
engagement through gamification stages, which include the utilization of diversion strategies
(“Surveys Say Workers Value Recognition, Virtual Rewards More Than Financial
Incentives,” 2013). Organizational leaders will have a better understanding of what works
for their employees and what motivates them when these leaders have full knowledge of their
workers. Implementing different strategies that will aid in employee development and
training will result in higher employee retention and employee satisfaction (Hout, 2015).
sustainability and survival. Effective integration of gamification will (a) aid new behavior
changes, (b) aid development of employees’ skills, and (c) increase innovation. More than
five in 10 people expressed interest in working for a company that has incorporated gaming
techniques as a way to increase productivity. It is also proposed that workers, who are
engaged, are more productive than those who are not. Similarly, students, who are engaged
get better grades than those who are disengaged (Erenli, 2013).
Educators who restructure and reorganize their curriculum to allow for more
creativity see better results in their students’ grades, attendances, and motivational approach
to learning. Erenli (2013) asked, “Is it possible to develop a game framework for educational
purposes, which can be customized by educators for individual use?” (p. 22). A project team
was formed where gamification methods and tools were identified to test its effectiveness.
41
Based on the results, the development of a game framework such as QuizeRo is a proven
gamified approach.
implement new technological and innovative techniques that will enhance 21st century
learning and training and development for the new generation of workers (Farrell & Hurt,
2014; Radu et al., 2014; Vinke, Orhei, & Bibu, 2012; Westfall, 2014). In a study on training
the millennial generation, and the implications of training for the organizational climate,
Farrell and Hurt (2014) emphasized the need for organizational leaders to have a clear
mindset and preferences regarding their training and developmental needs. The development
of effective strategies for designing training will allow leaders to be successful, in managing
the transition between the baby boomer generation, and the millennial generation.
better understanding of this generation of workers, and how they fit into the workforce. In
addition, understanding the characteristics, tendencies and needs of the millennial generation
are necessary to ensure better retention rates (Cheong et al., 2014; Cohen, 2011; Eggleston,
2015; Farrell & Hurt, 2014; George, 2015; Patten, 2015). There have been significant
2015). For example, Patten (2015) revealed the impact of gamification in training, and its
gamification system will increase employee engagement and organizational outcomes. The
implications are that gamification should emulate the design of modern video games to create
42
Gamification techniques can be effectively applied to employee training and
development, which will help in the retention and motivation of millennials. The application
of gamification to everyday work and training will lead to employees developing advanced
knowledge and skills, which is needed to support complex challenges in the workplace.
Kapp (2014) and Patten (2015) agreed on the use of game designs as a reward and the
manner in which companies such as SAP and DeLoitte have gamified their training programs
knowledge and skills with the use of gamification techniques, which will allow them to
handle complex issues in the workplace. Rewarding employees for their efforts will help in
employee satisfaction and retention. Patten (2015) noted that gamification techniques bring
about better training results, as it is not just a game per se, but a system that provides rewards
Two questions and six characteristics were pointed out by Farrell and Hurt (2014) on
training the millennial generation, and its implications for the organizational climate. The
questions included (a) “What are the learning characteristics of the millennial generation, and
what implications do these characteristics have on training development and design?” and,
(b) “What are the risks of failing training development and design?” The six characteristics
of the millennials included (a) ability to multi-task, (b) desire for structure, (c)
achievement-focused, (d) technology-savvy, (e) team-oriented, and (f) seeking attention and
feedback.
Thus, traditional styles of training would be largely uninspiring (Farrell & Hurt,
2014) for the millennial. Focusing on effective training designs, and the use of technology,
are essential mechanisms that organizations could consider when developing and designing
43
training for their audience. Further, Farrell and Hurt advocated that technology-oriented
environments present the most favored opportunities for organizations to retain their best and
brightest talents. Based on Farrell and Hurt’s findings, millennials have different workplace
expectations, as they act as change agents, who have a strong desire for achievement, and
fulfillment. Malmros (2015) stated: “building a successful game means strong integration of
learning goals, relevant content, and a better experience than one would find in a traditional
slide-based e-learning schedule” (p. 1). Gamification can be used to (a) engage, (b) enrich,
(c) enhance, and (d) evaluate training efforts allowing organizations and its employees to
In a similar study, Drell (2014) purported that leaders within the pharmaceutical
industries are confident that the integration of gamification will help to handle the biggest
problems in healthcare, namely, “patient adherence” (p. 25). Patient adherence takes into
consideration the choices patients make to ensure better health and longevity of life. Drell
stated that one way gamification was helpful in addressing this challenge was through the
Drell (2014) pointed out that an enjoyable gaming experience, will allow patients to be more
Ritter (2014) declared that the traditional approach of training relies on judgment and
assumptions made in hindsight. Ritter suggested that productive performance metrics require
a workforce that is engaged, and where performance reviews are done on a regular basis.
only 40% of the Global 1000 IT organizations will consider the implementation of
44
gamification as their primary tool for employee engagement, and for improving
organizational outcomes.
Empowering Millennials
where learning is continuous, and where employees are actively involved in mentoring and
coaching (Eggleston, 2015). Developing a culture where employees are empowered to help
others, and to raise the bar on employee engagement, talent management, recruitment and
retention strategies, social equity and diversity, and productivity is significant in greater
organizational outcomes (Marcinkus, 2012). Neo (2015) described the manner in which
employee engagement leads to a more productive workforce. Neo (2015) further suggested
that employee engagement ranked 71% as paramount among executives. Low employee
engagement results from a lack of education and from feeling undervalued or unappreciated.
understanding of the millennial generation, who currently are at 77 million of the workforce,
are one-and-one-half times as large as Generation X, and are almost equal in size to the
baby-boomer generation. According to Farrell and Hurt (2014), millennials are said to be
native to the digital world. Marcinkus (2012) described the benefits of reverse mentoring,
which includes a younger, junior employee acting as a mentor to share expertise with an
older, senior colleague as a mentee. Utilizing reverse mentoring will enable organizations to
foster cross-generational learning, which will help organizations to develop their current and
future leaders.
45
Employers can attract and retain millennials by ensuring quality training, and
study on preparing the most techno-savvy, and media-social generation to lead, Ferri-Reid
(2013) indicated the need for corporate leaders to understand how a collaborative
environment can attract millennial employees, and to understand how to create new strategies
for new millennial supervisors. Ferri-Reid purported millennial supervisors and managers
Older employees suspect that newly appointed millennial supervisors may lack the
work ethic required to drive organizational success. This creates room for misunderstanding
and mistrust. Similarly, millennials may view older employees as bound to the status quo.
Millennials may become the CEOs of the future, where they can lead confidently their
organizations to greater heights. Facebook’s CEO Mark Zuckerberg, Clara Shih, cofounder
of Hearsay Social, San Francisco 49ers CEO, Jed York, and Daniel Ek, CEO and cofounder
of Spotify are scoring big successes in the corporate world (Ferri-Reid, 2013).
workforce, to understand the fundamental needs, and learning styles of each generation.
Cekada noted training practices and challenges for organizations were different among the
generations of employees. Training approaches were suggested for the different groups,
which included structured classes, workshops, and the use of multimedia, and mobile
devices. Cekada emphasized the need for corporate leaders to evaluate comprehensively
their workforces to incorporate the right training strategies, which will facilitate better
46
Organizational leaders must fully understand the types of learning activities, which
are most effective for engaging millennial employees. Used by itself, technology is not
enough to engage learning; it is the learning activity that provides the most engagement.
Employees who are engaged in a collaborative, and team-oriented approach, can share
learning experiences with peers, and further increase their knowledge base, which will
enhance their learning (Cekada, 2012; “Surveys Say Workers Value Recognition, Virtual
Ng et al. (2010) revealed that millennials have high expectations in advancing their
careers. These individuals seek rapid advancement and the development of new skills.
training techniques, which will help in retaining millennials. Having a better understanding
of millennials’ career expectations will help organizational leaders create work environments
that are more likely to engage and retain millennial employees. Hauw and Vos (2010)
career expectations. Based on Hauw and Vos’s (2010) findings, millennials expectations
regarding job content, training, and career development remain high, which is an indicator
that these concepts, are mostly embedded within this generation of employees. It is
significant that leaders focus their limited resources during times of recession on meeting
generation.
In a more recent study, Hedderly and Scott (2015) described the effectiveness of
video training through technology-based education. Hedderly and Scott identified six
elements of training evaluation. These include (a) participant satisfaction with the training,
47
(b) learning achieved by participants, (c) pedagogical coherence of the training process, (d)
Hedderly and Scott (2015) focused on the first element—the participants’ satisfaction
with the training—and its effectiveness in the delivery of instructions in the workplace.
There are implications for practitioners to consider regarding establishing training and
development that is based on the particular needs of the organization, the context in which
the organization operates, the features and skills of the workforce, the learning objectives,
and the styles of learning. Implementing effective training strategies will help in greater
Innovation and technology are important factors to consider in the recruitment and
training of millennial employees. Organizational leaders must rethink their current strategies
and employ new methods to get millennials connected. Giving millennials room to develop
their skills will enable higher retention and organizational success (Hagel, 2014; Radu et al.,
2014). New technology and innovation are impacting 21st-century organizations, where
practitioners and organizational leaders must change the way they recruit and train millennial
employees. Generation Y is known for being techno-savvy and talented (Farrell & Hurt,
2014; Marcinkus Murphy, 2012), and they understand how games motivate a desire, which
can help to strengthen learning and interactivity, and also aid in job satisfaction and retention
learners’ experiences and motivations. Three important considerations that must be taken
48
into account to ensure proper implementation of gamification include (a) understanding the
target audience, (b) determining what these players should do, and (c) using appropriate
game elements to motivate players to act (Cheong et al., 2014). Cheong et al. examined the
usefulness of gamification, of game features, and of games and learning to improve the
learning environment. They used a questionnaire survey consisting of two sections about the
The aim of the Cheong et al. (2014) study was to gain an in-depth understanding of
students’ perceptions of gamification so that the study results could be used to help guide the
development of gaming systems for learning. Cheong et al found that the majority of
undergrad IT male students were exposed to playing computer games on a regular basis.
Although only 49% had previous gaming experience, 60.78% expressed interest in using
games in the learning experience. According to results from a recent survey, 55% of people
would be interested in working for organizations that increase productivity through the use of
In a similar study on designing gamification the right way, Kim (2015) accentuated
the importance of setting a clear goal for any gamification project, of considering both the
audience type and their characteristics. User type includes “achievers, explorers, socializers,
and killers” (Kim, 2015, p. 30). These categories serve as a framework for the efficient
design of gamification. Effective gamification design must appeal to the target group and
provide rewards that will motivate, and engage the group. Based on the findings in Kim’s
study, for gamification to be successful, the target audience’s buy-in must be considered,
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The goals of gamification must align with the aims of the player for gamification to
be successful. Aligning the goals of gamification with that of the players minimizes any
impact of game mechanics on behavior about the outcomes, visions, or both, to be met in the
21st-century organization.
Behaviors
• points • results
• badges & levels • collaboration • targets/goals met
• status • interaction
• empowerment
Game
Vision
Mechanics
Summary
The millennial generation needs control over choosing what innovations they use in
the work environment. In spite of the fact that businesses may find that not practicing
control can be a danger, they ought to likewise take the chance to find whether the new
generation’s inclinations can improve organization operations. Keeping in mind the end goal
to select and retain the best employees, organizational leaders must comprehend the
50
advancements that the new workforce expects, and figure out how to bolster their employees,
Organizational leaders and training professionals may choose to adapt to the digital
revolution, and the learner-centered movement, or, they will remain bound to the status quo,
leaders must embrace new changes in technologies and innovations for their organizations to
thrive in the globally competitive marketplace. Further, creating a culture of change helps in
retention of the millennial generation, who possess the necessary skills to help in
George (2015) purported that training employees with gamification increases their
knowledge retention and skill development, and increases positive organizational outcomes.
Further, gamification methods of learning results in better knowledge transfer and retention
than traditional classroom learning. The use of gamification in training and development
(2015) pointed out that by transforming the three major tenets of the organization (i.e.,
people, process, and technology), millennial employees are disrupting the manner in which
business is conducted.
The adequacy of gaming will rely on careful planning around well-defined business
goals (Roberts, 2014). The solution for fusing recreational elements into the bigger
is utilizing diversion based mechanics, style, and amusement intuition to draw in individuals,
inspire activity, advance learning, and take care of issues. It gives the designer, or trainer the
apparatuses to consider learning from the point of view of engagement and action, but
51
without the huge scale interest in the development of a full-blown instructional game. It
provides the learner with an engaging, relevant learning experience, without the heavy
Innovation and Internet gaming have been a contributory element for planning content that
75% of the work force. Based on the outcomes from research, training and development are
amongst the most vital elements for millennials when choosing an employer. In addition,
millennials anticipate that learning will be engaging and fun (Roberts, 2012).
Next, Chapter III outlines the method and design for the study. Chapter III also
includes the characteristics of the target population, the data collection procedures that were
used, the interview questions asked of participants, and a description of the process for
analyzing the participants’ interviews. Chapter IV provides the results of the interview-data
analysis; namely the participant demographics and the emergent themes from the study.
Chapter V provides the summary discussion by recapping the need for the study, the purpose
of the research, the research questions that guided the study, the interpretations of findings,
the implications for theory and research, the implications for practice, the recommendations
52
CHAPTER III: METHOD
was to understand the lived experiences of millennial employees with gamified training and
development. The results of this study may help leaders and employers to engage millennial
because that approach helped the researcher to describe the purely personal experiences of
interpretive approach (Moustakas, 1994; Sloan & Bowe, 2014). Because it is used to
evaluate the contextual features of an experience, the van Manen interpretive approach would
have been less effective than the chosen descriptive approach for addressing the actual lived
experiences of participants (Matua & Van, 2015; Moustakas, 1994; Sloan & Bowe, 2014).
which researchers set aside their encounters, however much as could reasonably be expected
to take a new viewpoint toward the phenomenon of interest. Using epoché and the
transcendental approach helped this researcher see the phenomenon from a new point of
from millennial employees’ perspective are understood, organizational leaders can modernize
their current training and development programs, to help ensure employee retention and
53
Corporate leaders, who gamify, and integrate training technology to do so, increase their
chances of helping the organization to remain competitive and successful in the global
Participants for this study derived from a purposive sampling process involving nine
millennial employees. The sampling criteria for this study included millennial employees
who participated in training and development that involved the use of gamification. As the
gamification in training and development from the viewpoint of millennial employees, the
researcher conducted in-depth, semistructured interviews for this purpose. After analyzing
and interpreting the data, the researcher used the results to frame the study conclusion,
implications, and recommendations. This chapter outlines the methodology used to collect
RQ1. What is the nature of the lived experiences of millennial employees when
gamification is incorporated in their training and development?
The research approach that was selected for this study was qualitative. This approach
was chosen to collect information from participants who currently utilized gamification
profoundly into the nature of social life and takes place inside specific settings which give
chances to investigating all conceivable social variables, and sets sensible limits. In addition,
the initial venture into the social setting prompts further scientific investigation as themes
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Qualitative research is surrounded by why questions that reference motivational
exploration, and the proposal that the researcher can get to deeper levels through such
Denzin and Lincoln (2005), qualitative researchers may use an extensive variety of
topic.
The qualitative method was the best approach for this study, as it helped to highlight
the less noticeable implications and intricacies of the social world of workplace gamification
from the perspective of the participants’ lived experiences. Qualitative research aims to be
inductive and exploratory, commonly asking what and how, and suggesting questions related
demonstrating or refuting; for instance, the researcher asks why or whether one treatment is
more viable than another (Finlay, 2011). Holliday (2007) indicated that quantitative research
uses insights and replicability to accept speculation from overview tests and investigations.
(Vallack, 2010). The purpose of qualitative research is to investigate the textured importance
perceptions, focus groups, and innovative and projective methods. In contrast, quantitative
research strives for objectivity. The methods employed are straightforward, and include
55
either analysis (for instance, comparing the results of treatment group A with control group
This study used the phenomenological methodology to describe the lived experiences
of millennials who used gamification in their workplace training and development. The
Amedeo Giorgi, of C. E. Moustakas, of Snygg and Combs, and of Richards, Richards, and
Combs. The goal was to capture the essence of nonphysical experiences in a scientific
(Giorgi, 1997; 2006; 2007). This phenomenological study captured the core of an experience
(the millennials and gamification), which lent deep insight into the personal experiences of
everyday life (Creswell, 2013; 2014; Merriam & Associates, 2002). Finlay (2011) expressed
that the aim of phenomenology is to describe the lived world of everyday experience.
comprehension of, the human condition. The researcher’s choice in the phenomenological
design for this study deepened her understanding of gamification in training and development
of her participants.
participant. It offers study participants the chance to be seen as far as they can tell, and
permits them to “offer voice” to what they are experiencing (Finlay, 2011).
assumptions, so they can see through the eyes of participants; (b) is typically conducted using
56
small sample sizes; and (c) can help to make sense of a phenomenon according to the
participants’ terms so as to identify the essence or real meaning of the phenomenon under
investigation (Fatime, 2010). The phenomenological method used for the current study
included (a) a description, (b) within the attitude of the phenomenological reduction, and (c)
seeking for the most invariant meanings for a context regarding the lived experiences of each
participant (Giorgi, 1997, 2006, 2007; Moustakas, 1994). Modification of the van Kaam
(1966) approach by Moustakas (1994) was used to analyze the data for this study. The
modified van Kaam approach included asking the study participants to share their personal
experiences, documenting the participants’ statements and meanings, and describing the
This design of inquiry was derived from philosophy and psychology, in which the
described by the participants. The design included strong philosophical underpinnings, and
involved conducting interviews (Giorgi, 1997, 2007). According to Denzin and Lincoln
(2005), this design helps a researcher to give a rich account of the phenomenon and permits
readers to vicariously encounter the phenomenon through the eyes of the participants. By
which lent deep insight into the personal experiences of everyday life (Merriam &
Associates, 2002; Woodward, 2012). As discussed next, other qualitative designs, such as
narrative, grounded theory, ethnography, and case study would have been less effective for
this study.
57
research traditions may also use narrative data rather than approach the research from a
Narrative inquiry is used to comprehend the social connections portrayed and the
is, in essence, a collaborative effort that produces shared understandings of a particular topic.
Typically, however, the final research does not necessarily mirror the negotiated
understandings that emerge through that dialogue. The positioning of the researcher as an
authoritative figure may even silence the personal experiences of participants whose
This study’s intent was to understand the meaning of the lived experiences of
millennial employees who were using gamification in their workplace training and
development. The narrative methodology would not have been suited for this study, as it
would have tended to focus on the main turning points in individuals’ lives, not just one
Grounded theory. This method of inquiry had its starting point in 1967 when it was
developed by sociologist Barney Glaser and Anselm Strauss to advance the separation of
theory from data. The essential technique recognized in the use of grounded theory is the
certainties across cases to evaluate likenesses and contrasts to help the researcher find the
generalizability and limited states of an idea (Glaser & Strauss, 2015). The purpose of
and points of view, with an ultimate objective of hypothesis improvement (Hays & Wood,
2011).
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Denzin and Lincoln (2005) indicated that this method of inquiry is based on a set of
analytic guidelines that enable researchers to focus their data collection, and to build
inductive middle-range theories, through successive levels of data analysis and conceptual
configuration of the request from humanism in which the researcher infers a general,
addition, the grounded theory method of inquiry is where the enquirer generates a general
explanation of a process, action, or interaction that is shaped by the views of a larger number
of participants.
assembled and analyzed (Holliday, 2007). Grounded theory is explicitly eminent, as it does
not test a hypothesis; rather, grounded theory sets to reveal what hypothesis represents the
The intent of this phenomenological study was to understand the meaning of the lived
experiences of millennial employees who were using gamification in their training and
development, and not to discover how a process, action, or interaction is shaped by a group
shared intersubjectivity (Hampshire, Iqbal, Blell, & Simpson, 2014). Ethnography focuses
59
on culture, social patterns, and community orientation that is associated with participants
(Hays & Woods, 2011). Ethnography is the examination outline of human sciences, and is
embraced by sociologists, educators, nurses, and others intrigued by the way of life and
and in shifting degrees takes part in the society being studied, while also relying upon reason
and connection; the ethnographer also meets with key social witnesses who can instruct the
ethnographer about the society, and audits whatever other material that appears to be
pertinent to the motivation behind the study (De Chesnay, 2014). Ethnographical research
focuses on how members view social life; that is, the mechanism by which members
concretely construct and sustain social entities, such as gender, self, or family (Holliday,
2007).
The researcher’s intent for this phenomenological study was to understand the
meaning of the lived experiences of millennial employees who were using gamification in
their training and development, and not millennial employees’ culture. Therefore,
phenomena in context, to bolster the advancement of chronicled points of view, and to help
ensure high inside legitimacy, which is to say, that the observed phenomena are genuine
representations of reality. The case study method is, however, tedious for both the researcher
and the participants. In addition, the external validity of the results may be problematic, for
it is troublesome for one researcher to recreate a contextual analysis. The case study method
has critical inadequacies regarding the generalizability of the outcomes (Gagnon, 2010).
60
Researchers who want to use case studies are encouraged to collect the information online,
which can make it possible to include a broader sample and to use more strategies to dissect
Case study was not as appropriate as the phenomenological design, as case study was
or program, and was usually examined over a designated period. As the intent of this study
was to understand the meanings of the lived experiences of millennial employees who were
using gamification in their training, a case study would have been too limited in scope, as
Researcher’s Role
Finlay (2011) specified that the researcher’s role in qualitative research differed from
participants, researchers, and their social world are adequately recognized. The researcher
for the present study accomplished this by perceiving her role as a codeveloper of provisional
information, where she was required to reflectively investigate the data collected by
themselves as objective outsiders, looking in, and their role is to obtain hard data to analyze.
For the present study, the researcher strove for objectivity, detachment, and neutrality to
understand the lived experiences of the participants and not to collect hard data.
The researcher’s role in the data collection procedure was necessary, as she remained
involved in varied interactions with research participants. The interview process began after
obtaining informed consent from the participants (Fisher, 2008), participants expressed their
eagerness to partake and permit the researcher to record the interview, and after participants
were guaranteed the secrecy of their data (Keshtiaray & Akbarian, 2012). As the primary
61
data collection instrument for this study, the researcher listened as participants described
their everyday experiences related to gamification in their training and development. It was
also important that she remained alert for subtle, yet meaningful cues in participants’
As the primary data collection instrument, the researcher collected data from
participants through the use of open-ended questions, which she developed. A description of
the researcher’s experience and role was explored, as these elements were important in a
know about the researcher and what prompted interest in the topics investigated.
The researcher was a female American graduate student, who was pursuing a Doctor
Rockies. She earned her master’s degree in Health Care Administration from Ashford
University. She took the qualitative research design and methods course, which helped her
choose her study approach. Her interest in the use of gamification in training and
development was sparked when she completed her final in-residency in Advanced Topics in
Systems Theory and Design, which included gamification in training and development.
approach. This method was used to seek and gain an in-depth understanding of how
62
The researcher interviewed and collaborated with each participant on their lived
experience in their training and development with gamification. Using purposive sampling,
the researcher made contact with Company X via telephone and by letter to allow her to
interview millennial employees from within the organization. Individuals interviewed were
currently using gamification in their training and development. To protect the rights of her
participants, the researcher gained permission and approval from the University of the
Rockies Institutional Review Board (IRB) to conduct the research. To ensure confidentiality
of participants, all identifying information was removed from the examples of coded
transcribed interviews.
observations, and documents. Collaborating with and interviewing participants allowed the
researcher to collect and review data to make sense of such, as well as to organize the data
into themes. Qualitative research was conducted through complex reasoning using the
inductive logic where the researcher built patterns and themes to organize the data. Through
collaboration with participants, the researcher shaped the themes that emerged from the data
Study Participants
As noted in Chapter I, there were no in-advance criteria for locating and selecting the
research participants. For this qualitative phenomenological study, the researcher used the
purposive sampling method. The sampling criteria for this study included millennial
employees within the United States who participated in training and development that
involved the use of gamification. Other essential criteria included that the research
the workplace; (b) were intensely interested in understanding its name and meanings; (c)
63
were willing to participate in a lengthy interview and perhaps follow-up interviews; and (d)
were willing to grant the researcher the right to tape-record and to publish the data in a
Participants were chosen in view of their lived experiences and their knowledge of
the gamification phenomenon. The sample size detailed the experience of participants so the
this study, all participants had experience in the use of gamification in their training. A
sample size of nine participants, aged 18 to 34, were obtained for this study.
theoretical principle known as saturation (Hennink et al., 2011). Information that was
collected during the interview process might become saturated or redundant. This would
guide the researcher when she needed to stop gathering information. The intent of qualitative
research was not to generalize the information, but to elucidate the particular and the specific
information.
The researcher obtained permission from the University of the Rockies IRB prior to
beginning interviews with participants. The demographic and interview questions guide (see
Appendix F), which were developed by the researcher, were used in this process. The
interview guide consisted of nine open-ended questions and allowed the researcher to obtain
Following the University of the Rockies IRB approval, the researcher validated the
interview questions for clarity and relevance by carrying out a pilot study with one research
participant. This process was intended to serve as the primary source for validating the
64
instrument being utilized. Validation of data was imperative in this phenomenological
qualitative study to search for the meaning of participants’ lived experiences in gamification
in training and development. In addition, the pilot study was carried out by the researcher to
reveal any deficiencies in the study design. The use of preliminary analysis helped the
researcher determine the wording and order of the interview questions presented to the
interviewees. The pilot study procedure involved noting the time a participant took to
Therefore, after the IRB provided conditional approval of the study, the researcher
needed to secure the Facebook and LinkedIn permissions. Upon approval from the IRB, the
researcher sought approval from Facebook and LinkedIn group administrators to post a
question to obtain participants who currently used gamification in their training and
Upon receipt of group administrators’ approvals and IRB approval, the researcher
posted a request for a volunteer for the pilot study (see Appendices C and D). The first
qualified respondent for this population was chosen to participate in the pilot study. The
respondent was a LinkedIn member. The researcher emailed the Letter of Informed Consent
(see Appendix E) to the pilot participant, which included the purpose of the study,
information about the researcher, the process of the interview, the approximate timeframe for
the interview, and assurance of participant confidentiality. Upon receipt of the signed
informed consent form from this participant, the researcher began the interview.
After completion of the pilot study interview, the researcher transcribed the interview
using the procedures described in the Data Collection section of this chapter. The data were
categorized into an Excel spreadsheet to ensure the interview questions obtained the type of
65
data needed for the official study. Upon analysis of the pilot study, the researcher found that
procedure before the official study could be undertaken. The pilot data collected were
maintained and secured in a locked file cabinet in the researcher’s home. The data collected
will be kept for five years. After the 5-year period has elapsed, the researcher will destroy
the data.
After completing the pilot study, the researcher began the official study. Nine
participants who currently used gamification in their training and development were selected.
Although recruitment was attempted through both Facebook and LinkedIn, all nine
participants for the official study responded from the LinkedIn recruitment efforts; there were
no respondents from Facebook. These individuals did not have personal contact with the
researcher prior to the study. The data collected in the pilot study were not used in the
analysis of the official study. Each participant was informed of the expected extent of their
involvement for the study. Participants were sent the letter of informed consent (see
Appendix E) through personal emails. Upon receipt of the participants’ approval of informed
consent via email with an electronic signature, the demographic and interview questions (see
Appendix F) were then emailed to each participant. The researcher also emailed a list of
times for participants to choose from and to set up his or her telephone interview.
Participants’ names and times of interviews were updated by the researcher in a Word
Document, which was kept private and confidential from other participants.
Each audio interview was between 45 to 60 minutes. After each interview, the
researcher immediately transcribed each of the interviews to maintain the participant’s exact
wording. The researcher will keep all data, such as audio-tapes, transcription, and master
66
lists, for at least five years. After the 5-year timeline has elapsed, the researcher will then
Instrumentation
instruments. The interview guide consisted of nine open-ended questions that were asked of
all participants (see Appendix F), which allowed the researcher to obtain rich data (Crouse,
Doyle, & Young, 2011) for this study. Each of the questions related to a particular focus on
millennial employees. The guide served as a structure to evoke participant reactions, keeping
in mind the end goal to answer the inquiries that this investigation sought to answer
(Moustakas, 1994). Interviews lasted between 45 and 60 minutes, were audio-recorded, and
Pilot Study
The pilot testing process was the primary source for validating the instrument being
utilized (Tirgari, 2012). Following the University of the Rockies IRB’s approval, the
researcher validated the interview questions for clarity and relevance from the perspective of
the target population. Validation of data was imperative (Moustakas, 1994) in this
Before the actual interviews, a pilot study was carried out by the researcher to reveal
any deficiencies in the study design. The purposeful sampling was used to select the initial
participant for the pilot interviews. The pilot study was administered to one participant who
had experienced gamification in his training and development in the work environment. The
use of preliminary analysis helped determine the wording and order of the interview
67
questions presented to the interviewee. The pilot study procedure involved noting the time a
participant took to complete the interview and any queries about the wording.
The researcher sought approval from Facebook Group Administrators (see Appendix
A) and also LinkedIn Group Administrators (see Appendix B) to obtain participants for her
study. Upon receipt of approval from these professionals and the University’s IRB, the
researcher contacted participants who were willing to volunteer to participate in the pilot
study. The first qualified participant was chosen for the pilot study.
the signed consent form from the participant (Fisher, 2008), agreeing to share his specific
lived experiences, the researcher began the pilot interview process. The researcher asked the
participant a few demographic questions at the start of the interview. These included gender,
age, educational level, employment status, and state of residence. The interview questions
After completion of the interview with the participant, the researcher transcribed the
interview using the procedures described in the Data Collection section of this chapter. The
data were categorized into an Excel spreadsheet to ensure the interview questions obtained
the type of data needed for the official study. Upon analysis of the pilot study, the researcher
found that no adjustments needed to be made to the interview questions or to the data
Procedures Followed
Although recruitment was attempted through both Facebook and LinkedIn, all nine
participants responded from the LinkedIn recruitment efforts; there were no respondents
from Facebook. Screening questions were asked after obtaining signed informed consent
forms from participants. The procedures for this research were designed to help ensure
68
purposive sampling, to recruit volunteer participants, and to set their expectations and protect
1. After obtaining signed informed consent from each participants, each individual
was contacted and screened to ensure he or she currently utilized gamification
practices in training and development. In screening participants, the researcher
asked questions about their use of gamification in training, which determined
whether participants were suited for the study.
2. Participants were provided with adequate information about the purpose, and
expectations of the study. Verbal and written consent were obtained from each
participant.
7. Data from the interviews were collected and analyzed for patterns and themes.
Themes were divided into categories that described the overall concept that
emerges.
Data Collection
participants. The important point was to describe the meaning of the phenomenon for a small
number of individuals who have experienced it. In this study, the transcendental descriptive
phenomenological approach was applied to the data collection process. The researcher was
the primary data collection instrument for this study. The methods chosen for sampling and
data collection were critical to the quality and application of the study (Gibbs et al., 2007).
The secondary data collection instrument included the demographic and interview
questions (see Appendix F), where the researcher gained in-depth insights into participants’
69
Throughout the data collection process, the researcher suspended any preconceived notions
or personal experiences that might unduly influence what she heard the participants saying.
This suspension was referred to as bracketing or epoché (Denzin & Lincoln, 2005; Hays &
Woods, 2011; Moustakas, 1994; Vallack, 2010). Suspending any preconceived notions or
personal experiences was necessary for the researcher to gain an understanding of the typical
Upon approval from the University of the Rockies IRB, the researcher sought
permission from participants to partake in this study. A letter of informed consent (see
Appendix E) outlined the interview protocol. This letter was emailed to each participant
confirming their participation. Upon receipt of signed consent forms from each participant,
over the telephone, where each interview was between 45 to 60 minutes. Participants were
told that they would be engaging in audio recorded interviews and that participation
individuals have direct, immediate experiences with gamification. As the researcher moved
back and forth with the interview questions, she looked for the quintessences of the
Merriam (2002) posited that interviews could range from a structured (formal)
interviews, specific questions are formulated and asked in an orderly manner; whereas, in an
informal approach, topic areas were explored and the order of the questions were not
70
predetermined. The researcher sought to understand the lived experiences of participants in
the use of gamification in training and development by asking open-ended questions, which
allowed participants to share relevant information for this study. Arvidson (2013) and
Hennink et al. (2011) indicated that open-ended questions enabled the researcher to build
continued rapport with participants, which helped participants have confidence in telling their
perspectives.
For the purpose of recording interviews, the researcher utilized the Nuance Dragon
equipment. This device helped in faster and more accurate reports of each participant’s
interviews. A second device that the researcher utilized was the Sony ICD PX333 Digital
Voice Recorder with expandable memory. This recorder recorded each participant’s
interviews, and these were included in a large, easy-to-read LCD display that could display
the wordings of each interview. These two devices were used to ensure accurate recordings.
The researcher transcribed all interviews within 24 to 48 hours of each interview. Once
interviews were transcribed, the researcher emailed each participant a copy of his or her
transcribed interview for final review. Each participant was asked to review and approve the
organizations were removed and replaced with coded information. In addition, all participant
was kept in a secured locked file cabinet in the researcher’s home. No one, except the
researcher, had access to this file cabinet. Participants’ names and their organizations were
not used in this study. The researcher coded participants as Participant 1, Participant 2, and
so on to ensure confidentiality. None of the data provided for this study and for publication
71
in the researcher’s dissertation could be used to identify participants’ names. The researcher
will keep data, such as audio-tapes, transcription, and master lists, in a locked cabinet
securely for five years. After the 5-year timeline has elapsed, the researcher will then destroy
Data Analysis
Organization of information began when the researcher put the translated interviews
before her and studied the material through the strategies and systems of phenomenal
analysis (Moustakas, 1994). Analyzing data helped the researcher gain access (Broom,
training and development. The interview guide consisted of nine open-ended questions. The
guide served as a structure to evoke participant reactions, keeping in mind the end goal to
answer the inquiries that this investigation sought to answer (Moustakas, 1994).
study’s aim to catch the quintessence of how individuals translate, process, and experience
gamification in their training and development (Iwamoto, Negi, Partiai, & Creswell, 2013).
for examination plans, to investigate, and look for the encounters that contained both the
outward appearance and internal cognizance taking into account the recollections, pictures
covered- up and complex aspects of a phenomenon and was reasonable for investigating
gamification in training and development from the perspective of millennial employees since
the gamification experience is rapid, liquid, and multidimensional formative (Iwamoto et al.,
2013).
72
Phenomenological data analysis procedures were implemented in this study. The
ultimate level of examination was to discover, list, and recognize critical articulations of the
The researcher identified and extricated every huge proclamation that mirrored the
Modification of the van Kaam (1966) approach by Moustakas (1994) was used to
analyze data. This approach included (a) study participants sharing personal experiences, (b)
documentation of statement and meanings, and (c) description of the essences of lived
data analysis was used to help the researcher understand the lived experiences of the
participants. The data analysis approach also helped ensure rigor, as the researcher
conducted each step of the process independently and compared the results until 100%
agreement was achieved. There were four steps in the data analysis process, as follows.
1. The researcher bracketed her experiences (i.e., epoché), where she refrained from
adding her judgment about the phenomenon (gamification).
3. The researcher related and clustered the invariant meaning units to describe the
textures (meaning and depth) of the experience, in what was referred to as textural
description.
4. Finally, the researcher sought multiple meanings and tensions in the textual
descriptions, and created a structural description. She chose to develop a list or
visual model to represent participants’ experiences, creating a composite
textural-structural description.
Validity
Qualitative validity includes checking for the accuracy of the findings by utilizing
certain methods. Validity is viewed as one of the strengths of qualitative research as this
73
seeks to determine whether the findings are accurate from the point of view of the researcher
and the participant (Skiba & Disch, 2014). Several procedures to expand the validity of a
study include triangulation, member checking, and clarification of bias. To ensure that the
findings are transferable between the researcher and the participants for this present study,
thick description was necessary (Creswell, 2007). To obtain rich data (Crouse et al., 2011)
for this study, the researcher conducted interviews over the telephone using an interview
guide (see Appendix F). The validity of the information was derived from the richness of the
discussions during the interviews with the participants of this study (Creswell, 2007).
Truth value was critical in the precise portrayal of lived encounters by the
participants. Truth value in qualitative study was found in the precise portrayal of human
encounters as these were lived and perceived by participants in the study. For this study, the
researcher transcribed the audio recorded interviews and emailed each participant’s transcript
to the participant to examine the transcription for accuracy (Tirgari, 2012). Upon the
participant’s validation of the transcription content, the data analysis process began.
The above steps of data clarification guaranteed the information gathered from
millennial workers provided an unmistakable, genuine, and the most precise representation of
each of the participant’s view of the experience of gamification in training and development,
which helped to ensure the validity of this study. Findings were trustworthy and believable
in that the findings reflect the participants’ and not the researcher’s experiences with a
The steps of the research process were detailed in an audit trail. The audit trail
contained evidence of movement from the interview data to categories and codes to themes
(Carcary, 2009). The process, documented in the audit trail, showed how the researcher
74
formed a viable interpretation of the findings (Sackett & Lawson, 2016). Qualitative
researchers must bracket their biases in an effort to remain objective, a process known as
epoché (Moustakas, 1994). This researcher bracketed all biases to remain objective.
Ethical Concerns
Human science researchers are guided by the moral standards of research that
ethical issues, and their utilization requires the reexamination of how to apply established
ethical principles and standards (Haverkamp, 2005). Drew, Duncan, and Sawyer (2010)
pointed out that ethics approval be established by the Institutional Review Board (IRB)
before any interviews can be conducted. Researchers are to be concerned with ethical issues
Flicker, Haans, and Skinner (2004) indicated that there are three situations to be taken
into consideration regarding ethical practices in research. These include (a) enrolling
research participants, (b) protecting participants from risk or harm, and (c) linking public and
beneficence—must be considered when selecting and interviewing participants for the study.
the research process. Ethical principles included regard for participants, informed consent,
specific permission required for sound or video recording, voluntary participation and no
information, the assumption and safeguarding of anonymity, participant’s right to check and
and a full reporting of techniques. Conflicts of interest, moral risk, and obligation of
75
consideration were also considered (Creswell, 2007; Moustakas, 1994; Vanclay, Baines, &
Taylor, 2013).
The researcher obtained informed consent from participants before the interviews
(Fisher, 2008). Informed consent forms were emailed to each participant. Upon receipt of
signed informed consent forms from the participants, the researcher contacted participants
via telephone to conduct interviews. Participants were informed about the purpose of the
study, possible risks or harms, and benefits of participation, confidentiality and privacy
protocols, how the information was used, what their rights and responsibilities included, and
withdrawal procedures (Creswell, 2007; Flicker et al., 2004). Reported results of the study
Summary
This chapter outlined the research methodology used to answer the following research
questions:
RQ1. What is the nature of the lived experiences of millennial employees when
gamification is incorporated in their training and development?
In addition, the chapter presented the research design, participant selection, interview
protocol, and the approaches that were being taken to use for data collection, and data
analysis. The results and findings of this study are discussed in Chapter IV. Chapter IV
provides the results of the interview data analysis; namely the participant demographics and
the emergent themes from the study. Chapter V provides the summary discussion by
recapping the need for the study, the purpose of the research, the research questions that
guided the study, interpretations of findings, implications for theory and research,
76
CHAPTER IV: RESULTS
The purpose of this chapter is to present the results of the analysis of the data that
were gathered using the method described in Chapter III. A discussion of these results is in
Chapter V. The present chapter includes a description of the pilot study; a description of the
data collection and data analysis procedures that were outlined in Chapter III; a presentation
of the results of the analysis of the data; and a conclusion that summarizes the results.
was to understand the lived experiences of millennial employees with gamified training and
development. The term millennial refers to the demographic cohort of individuals born
between 1981 and 1997 (Pew Research Center, 2015). The term gamification refers to the
use of game components, mechanics, or design techniques to engage and motivate people to
achieve their goals (Radu et al., 2014). The following research questions guided this study:
RQ1. What is the nature of the lived experiences of millennial employees when
gamification is incorporated in their training and development?
Pilot Study
The researcher carried out a pilot study to reveal any deficiencies in the study
design. The pilot study was administered to one participant who had experienced
gamification in his training and development in the work environment. The pilot study was
designed to help the researcher refine the wording and order of the interview questions
presented to the interviewee. During the pilot study, the researcher noted the time the
participant took to complete the interview and was also prepared to note the participant’s
77
Before starting the pilot study, the researcher sought approval from Facebook Group
obtain participants for her study. Upon receipt of approval from the group administrators and
from the University’s IRB, the researcher contacted volunteers who had expressed a
willingness to participate in the pilot study. The first qualified participant was chosen for the
pilot study.
Qualified participants were those who were (a) millennial employees within the
United States, and (b) participated in training and development that involved the use of
gamification. Other essential criteria included that the research participant had (a)
(b) was intensely interested in understanding its name and meanings, (c) was willing to
participate in a lengthy interview and (perhaps follow-up interviews), and (d) granted the
researcher the right to tape-record the interview and to publish the data in a dissertation and
The participant was given a consent form (see Appendix E). After the participant
signed this consent form, indicating his agreement to share his specific lived experience, the
researcher began the pilot interview process. The interview questions the researcher asked
After completion of the interview with the pilot study participant, the researcher
transcribed the interview using the procedures described in the Data Collection section of
Chapter III. The data were also organized into an Excel spreadsheet to ensure that the
interview questions had elicited the data needed for the official study. Upon analysis of the
78
pilot study, the researcher found that no adjustments needed to be made to the interview
questions or to the data analysis procedure before the official study could be undertaken.
Sample
The sample included nine U.S. millennial employees who had taken part in workplace
training and development that involved the use of gamification. Although recruitment was
attempted through both Facebook and LinkedIn, all nine participants responded from the
LinkedIn recruitment efforts. Five of the employees (55%) identified as male, and the
remaining four identified as female. Ages of the participants ranged from 23 to 34 years,
with a mean age of 26.9 years. Six participants (67%) had a bachelor’s degree only, two had
Data Collection
The researcher was the primary data collection instrument for this study. The
secondary data collection instrument consisted of the Demographic and Interview Questions
(see Appendix F), which the researcher used to gain in-depth insights into participants’
development. Throughout the data collection process, the researcher bracketed preconceived
notions and personal experiences that might have unduly influenced the data obtained. The
researcher conducted one semistructured interview with each of the nine participants. The
interview guide consisted of nine open-ended questions that were asked of all participants
(see Appendix F). Each of the questions related to a particular focus on the experience of the
Interviews were conducted over the telephone, as the geographic distribution of the
participants made this the only workable means of gaining access to them. Each interview
took between 45 and 60 minutes to conduct. All interviews were audio-recorded, with the
79
participants’ consent, using the Sony ICD PX333 Digital Voice Recorder with expandable
memory. No unusual circumstances were met during data collection. Each interview was
transcribed verbatim into a Microsoft Word document and then imported into an NVivo
project file for systematic analysis of the collected data whereby similar patterns were
grouped into codes that were relevant to participants’ experiences. Analysis results indicated
that data saturation had been achieved with nine interviews, as no new codes emerged from
After the data were transcribed by the researcher, the transcripts were sent to the
participants through their personal emails for verification of the accuracy and completeness
of responses. The researcher was prepared to make any changes to the transcribed data that
the participants requested, but the participants approved the data as it had been transcribed.
The researcher next related and clustered invariant meaning units to describe the
textures (meaning and depth) of each participant’s experience, and then grouped the meaning
units into textual descriptions. Finally, the researcher sought multiple meanings and tensions
in the textual descriptions; and created a structural description. Tables 2 and 3 depict the
80
Table 2
Structural Textual
Description Descriptions Invariant Meaning Units Sample Quotation
Feelings about Enjoyment, doing versus “The feelings were just that it
work thoughtfully doing, not didn't feel so, like, boring. I'm
environment (due much, virtual work actually excited to do the
to gamification) environment, playfulness, trainings when I know they're set
connection up that way. I get more into it.”
(Participant 6)
Autonomy in the Not much to say, high and “Everybody has to do training,
workplace more independent, right? But gamification makes it
reduced, more choice more individualized.”
(Participant 9).
81
Table 3
Structural Textual
Description Descriptions Invariant Meaning Units Sample Quotation
Structural description was used to organize the results. The structural descriptions
RQ1. What is the nature of the lived experiences of millennial employees when
gamification is incorporated in their training and development?
During data analysis, seven textual descriptions emerged that described the nature of
the lived experiences of millennial employees when gamification is incorporated into their
training and development. The textual descriptions about the structural "nature of" were
82
autonomy in the workplace.
The nature of the lived experience of gamification was characterized for participants
competitiveness. The competition with coworkers was considered “healthy,” and this
allowed the contests to lead to improvements in workplace teamwork and collaboration. The
system. Participants who believed that gamification had been implemented for their benefit
had more positive perceptions of their employers than the participant who suspected that the
system had been implemented in order to gather performance metrics or the participant who
found the presentation of the exercises patronizing. Participants who had positive
perceptions reported greater feelings of engagement with and pride in their employer. All
participants reported that gamification had made them feel better about their work
game for the three participants who reported that the system had helped them to overcome
barriers, such as the challenges of collaborating with coworkers who were located in a
communications about the game. Participant responses further indicated that gamification
improved their performance of collaborative job functions but had no effect on their
83
performance of solitary job functions. Workplace autonomy was perceived to increase when
greater autonomy depended on more effective collaboration, on having options within the
opportunities. For four participants out of nine, however, gamification had either a negligible
Participants’ perceptions of the degree to which they were able to give feedback to
their employers concerning their gamification experiences depended on the level of access
they were given to the gamified system’s designers and on their perceptions of the value of
that access. Participants who appeared to feel that the standard surveys about the experience
had minimal value felt that their ability to give feedback was minimal, while a participant
who felt that the survey responses affected the system was enthusiastic about being able to
offer feedback in this way. Participants who reported the most satisfaction with their ability
to give feedback associated their satisfaction with the opportunities they had been given to
speak directly with the gamified system’s designers. All participants who reported that they
were satisfied with their ability to give feedback on their experiences of gamification
reported that gamification had increased their and their coworkers’ workplace
autonomy. Only one participant reported both an inability to give feedback on the
gamification experience and an increase in personal workplace autonomy that the participant
millennial employees when gamification is incorporated into their training and development.
84
One of the meanings participants ascribed to their experiences of gamification was
that their generation had a learning style that was different from those of previous
generations, and that teaching methods were evolving to keep up with them. To three
participants, the experience of gamification meant that employers might need to exercise
caution, either because the game might become an end in itself, or because the gamified
systems might generate performance metrics that were irrelevant to real-world performance,
or because the gamified system might be so appealing that workers would become dependent
upon that method of content delivery even in contexts where it was not effective. The
experience of gamification meant to all participants that teaching methods were changing,
Conclusion
was to understand the lived experiences of millennial employees with gamified training and
telephone interviews with nine U.S. millennial employees who had participated in workplace
training and development that involved the use of gamification. The first research question,
RQ1, that guided the study was: What is the nature of the lived experiences of millennial
The nature of the lived experience of gamification was characterized for participants
competitiveness. All participants reported that gamification had made them feel better about
85
Gamification improved workplace socialization in ways that extended beyond the
game for participants who reported that the system had helped them to overcome barriers to
limited to communications about the game. Participant responses further indicated that
gamification improved their performance of collaborative job functions but had no effect on
more effective collaboration, on having options within the gamified system, or on receiving
who reported that they were satisfied with their ability to give feedback on their experiences
of gamification reported that gamification had increased their and their coworkers’
workplace autonomy. Only one participant reported both an inability to give feedback on the
gamification.
The second research question, RQ2, that guided this study was: What meaning do
training? One of the meanings participants ascribed to their experiences of gamification was
that their generation had a learning style that was different from those of previous
generations, and that teaching methods were evolving to keep up with the millennial learning
style. To three participants, the experience of gamification meant that employers might need
to exercise caution, either because the game might become an end in itself, or because the
gamified systems might generate performance metrics that were irrelevant to real-world
86
performance, or because the gamified system might be so appealing that workers would
become dependent upon that method of content delivery even in contexts where it was not
effective. The experience of gamification meant to all participants that teaching methods
were changing, and that the change had not come to an end yet.
Next, Chapter V has a discussion of the interpretations and implications of the study
results.
87
CHAPTER V: DISCUSSION
Chapter IV included a presentation of the results of the analysis of the data that were
gathered according to the method described in Chapter III. This chapter includes a summary
of the results presented in Chapter IV, interpretations of those results, a discussion of the
limitations of this study, a discussion of the implications of this study’s results for future
theory and research, a discussion of the implications of this study’s findings for future
individuals born between 1981 and 1997 (Pew Research Center, 2015). Implementing new
technologies and innovative strategies to keep these digital natives engaged in creative ways
will improve overall productivity and create higher returns on investment (Napolitano,
keeping millennials engaged (George, 2015; Nero, 2015; Ritter, 2015); researchers have
defined gamification as the use of game-like techniques to engage and motivate employees in
Although past researchers have extensively studied the positive impact gamification
has on business outcomes, little consideration has been given to the ways in which corporate
leaders can integrate gamification into workplace training and development to promote the
engagement and retention of millennial workers (Farrell & Hurt, 2014; Gamification Corp.,
2012; Korolov, 2012; Marcinkus, 2012; McGonigal, 2010; Wiebenga, 2005). Developing a
better understanding of strategies for engaging this large and growing part of the workforce is
critical, given that fewer than one out of every 10 employees in the workplace is engaged
88
(Paliwal, 2015). Employees who are disengaged may cost organizations billions of dollars
was to understand the lived experiences of millennial employees with gamified training and
RQ1. What is the nature of the lived experiences of millennial employees when
gamification is incorporated in their training and development?
semistructured telephone interviews with nine U.S. millennial employees who had
nature of the lived experience of gamification was characterized for participants by a variety
also expressed the perception that gamification had helped them to overcome barriers to
work socialization, and had improved their feelings about their employers when gamification
performance of collaborative job functions, had imbued their work environments with an
atmosphere of engagement and play, and, in five cases out of nine, had increased their
perceived autonomy in the workplace. Gamification did not appear to improve performance
in solitary job functions, nor did it appear to enhance workplace socialization in areas
unrelated to the gamified system when barriers to communication were not present. Five
participants out of nine reported that they had little or no input in the ongoing development of
89
the gamified systems they used, and four of these five participants reported that gamification
learned in different ways than earlier generations and that employers were finding
appropriate ways to engage them. Participants also saw their experiences of gamification as
signifying that the evolution of content delivery methods was ongoing, and that the potential
for further advancements was great. However, participants also took their experiences to
mean that overreliance on gamification was a danger, for both employers and employees, and
that careful, systematic monitoring of the outcomes of gamification was necessary to ensure
that the instructional method was not used in inappropriate or ineffective ways.
Interpretation of Findings
The principal theory used to support the conceptual rationale for this study was Deci
and Ryan’s (1997) theory of self-determination (SDT). Deci and Ryan (2011) argued that
workers have three basic psychological needs that should be met by the work environment:
the need for competence, or for the development of mastery skills; the need for autonomy, or
for control of their own behaviors and goals; and the need for relatedness, or for a sense of
belonging and attachment to other individuals. The findings of the present study indicated
that gamification may meet millennial workers’ need for competence in relation to skills that
are employed collaboratively, and may also help to meet these workers’ needs for relatedness
when internal or external obstacles to the fulfillment of these needs arise. The findings of the
present study also suggest, however, that millennial workers may not seek to derive a sense
of enhanced autonomy from the gamification experience. This inference is suggested by the
finding that the failure of gamification to enhance some participants’ feelings of autonomy
90
was not related in most instances to negative feelings about gamification or to negative
The findings in the present study may also shed light on the relationship between
Kapp’s (2012) finding that gamification has enhanced employers’ motivation and the
contention of Deci and Ryan (2011) that motivation can be extrinsic (related to external
reinforcements) or intrinsic (when the activity is its own reward). Participants described
gamification as providing a system of desirable rewards within the gamified system itself,
such that engagement with the gamified system was its own reward and intrinsic motivation
was enhanced. Internal reinforcements (such as badges or medals) or with the progress of
play itself (when it involved competing with colleagues), rather than with extrinsic rewards
such as increased knowledge or increased status in the workplace. The findings from this
study indicated, then, confirmed by Farrell and Hurt (2014) that game-based learning is
intrinsically motivated.
The secondary theory that served as a conceptual framework for this study was the
Bandura (1986) social cognitive theory (SCT). Through the lens of SCT, learning is seen to
occur through the individual’s continual negotiation with his or her environmental and social
contexts (Salanova & Schaufeli, 2011). Positive feedback from the social or physical
environment enhances learning by reinforcing behaviors (Boyce, 2011). Farrell and Hurt
(2014) recently reported that there has only been limited research on the learning styles of
millennials. Fructuoso (2015) later noted that millennials prefer to learn through methods
that involve (a) collaborative work and networking, (b) varied activities, (c) communication
skills, (d) personalized learning, and (e) a high standard. The results of the present study
91
collaborative learning activities and for personalized learning that engaged them as active
participants. The present study may add to the work of Fructuoso and begin to address the
gap identified by Farrell and Hurt with the finding that participants expressed a strong
preference for learning methods that they believed were tailored to their learning style and
implemented for their benefit. In other words, the findings of the present study suggest that
implementing gamified systems that track progress, encourage competition, pose creative
challenges, and foster a sense of accomplishment was confirmed in most respects by the
findings of the present study. The positive reactions of participants to gamification were
associated most strongly with the capacity of the gamified system to allow cumulative
progress over multiple sessions of “play” and with features of the system that allowed
accomplishment they associated with in-game rewards (such as badges), but none of the
participants appeared to value the system for the challenges (creative or otherwise) that
gamification posed. Participants’ silence about the challenges the gamified system presented
may have been due to a tendency for the satisfaction of overcoming challenges to be an
individual enjoyment, rather than a social experience; or that participants valued the system
most for its contributions to teamwork and collaboration, including contributions made
through the facilitation of healthy competition. These findings suggest that there may be
some tension between two of the goals of gamification posited by Hout, namely, that when
workers compete via the results of individualized play, then the social, competitive aspect of
92
the experience may eclipse the intrinsic value of the challenges that may be addressed in
Limitations of Study
training and development from the viewpoint of millennial employees, there were identified
practical limitations in the research method: sample size, the use of a single instrument, and
Regarding sample size, phenomenological studies often use small sample sizes
because this allows the researcher to reach data saturation, provided the respondents have
characteristics that are aligned with the requirements of the purpose and research questions of
the study. It is possible that despite reaching data saturation, more findings would have
emerged with additional participants. Interviews were conducted until data saturation was
achieved, but caution must be exercised in any attempt to generalize the findings to a broader
population.
Another limitation was the sole use of semistructured interview questions as a means
of acquiring data. An additional, potentially useful way of accessing the lived experiences of
participants might have been to ask them to answer journal or essay questions on the topic
Finally, the researcher, as the human instrument, had personal biases and opinions
regarding the phenomenon and problem of interest in the study. To counter this limitation,
the researcher acknowledged that her personal interest in gamification in business settings
had led to the focus of her study. This identification allowed the researcher to monitor the
way in which she was shaping the collection and interpretation of data (as recommended by
Giorgi, 2006; Merriam, 2002). Measures were taken to ensure that the data analysis was not
93
compromised, though these measures did not ensure objectivity. These measures included a
review of the research questions and of the analysis of the data, the researcher keeping a
As discussed earlier, Deci and Ryan (2011) argued that workers have three basic
psychological needs that should be met by the work environment: the need for competence,
or for the development and mastery of skills; the need for autonomy, or for control of their
own behavior and goals; and the need for relatedness, or for a sense of belonging and
attachment to other individuals. Findings from the present study may inform existing theory
by indicating that, among millennials, the need for autonomy may be satisfied by
behaviors and setting goals in the work environment. Participants’ responses suggested that
the need for autonomy was satisfied by the opportunity to express opinions about the
Thus, while worker needs for competence and relatedness remained strong and
needed to be met by actual skill-development and interpersonal attachments, the need for
autonomy was satisfied without feedback (in the form of recommendations being
implemented in the system). The implication of this finding for Deci and Ryan’s (2011)
self-determination theory is that, while workers needs for relatedness and competence should
be taken literally, the need for autonomy may potentially be satisfied without conceding
relatedness, and expression, with expression being independent of the need for corresponding
94
Implications for Practice
The findings of this study suggest that employers can use gamification to engage
millennial workers with job functions and work environments most successfully by
attributing certain purposes to the gamified system and by using the system in certain
circumstances. Millennial employees find gamification more engaging when they believe
that the system exists for their benefit; accordingly, employers might maximize the benefits
has been tailored to their learning style in order to develop them and meet their needs. The
employees, as past research and the findings of the present study have indicated that this
demographic group places a high value on networking and collaboration; accordingly, they
may find gamification more engaging if they are apprised that it contributes to these
experiences.
As a corollary of the finding that millennials may find gamification more engaging if
they believe it is made for them, millennials may also find the gamified system more
engaging if they are assured that it is not being used by their employers as a means of
measuring and judging them. The perception that the gamified system is being used by
employers as an oversight tool may sour the experience for millennials, and may exacerbate
any latent antagonism toward the system itself and toward the employer, such that further
system when barriers to collaboration exist. Gamification may be an ideal means of fostering
collaboration in virtual work environments, where employees may find it difficult to develop
rapport, and in international or cross-cultural work teams. The gamified system may also be
95
used as a rehearsal space in which an organization’s management can allow future leaders to
innovations. Finally, employers may benefit from monitoring the outcomes of gamification,
to ensure that the system is applied only in contexts where it is demonstrably effective, and to
ensure that employees do not “game the system” by using it in ways that accomplish
For future research on gamification in training and development from the viewpoint
of millennial employees, the researcher suggests recruiting and interviewing a larger sample
of participants in order to allow for the possible emergence of additional findings. Doing so
might allow a greater ability to generalize the findings to a larger population. Future
researchers might also employ quantitative methods, with large samples, to ascertain which
millennials to respond to journal or essay questions on the topic, might allow triangulation of
interview or quantitative data, leading to a richer understanding of the nature of the lived
Conclusion
was to understand the lived experiences of millennial employees with gamified training and
development.
The findings indicated that gamification was associated with feelings of playfulness,
the perception that gamification had helped them to overcome barriers to work socialization,
96
and had improved their feelings about their employers when gamification seemed intended to
benefit employees. Participants took their experiences of gamification to mean that their
generation learned in different ways than earlier generations and that employers were finding
appropriate ways to engage them by keeping pace with the ongoing evolution of content-
delivery methods. The results of this study may help leaders and employers to engage
97
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Appendix A: Private Message to Facebook Group Administrators
Are you an employee between the ages 18 to 34 who currently use gamification in
training and development? For the purpose of this study, gamification is an approach
of using game components, mechanics or design techniques to engage and motivate
individuals to achieve their goals.
Would you like to share your experience about your personal and professional needs
in your current work position? Understanding gamification from the viewpoints of
employees in the workplace can create an awareness of how business leaders can
incorporate this technique to allow for a more engaged and interactive workforce for
the 21st-century.
You will be reminded that your participation is voluntary, and that you are free to opt
out at any time without penalty. Similarly, you will be reminded that you have a right
to refuse to answer any question. The only risk involve may be the time you spend to
participate in this study. Yes, you want to be heard, however, there may be the issues
of using your time in this study. There is also a possibility of you being embarrassed,
or even misunderstood. There are no physical nor medical risks involved in this
study, and you will not be in any danger in participating in this study.
The benefits may include you sharing your feelings on the researcher’s topic and
wanting your views to be heard. You will not be compensated for your participation.
Another benefit may include the contribution to organizational literature and in
understanding the manner in which gamification is impacting millennials and 21st
century organizations.
109
If you are interested, please send a private message through my Facebook page, or
email at [email protected]. Thank you for your time and interest.
For the purpose of this research, I will ask participants for their personal email
addresses, and eventually, for their phone numbers in order to send them research materials
(Letter of Informed Consent and Interview Questions) and to perform the phone interview
necessary for part of this study. Confidentiality of all participants is of the utmost
importance to this study. I will not use their information for any other purpose except for the
expressed components of this study. I will inform all who are interested what participation in
in the study entails and that he/she may opt out at any time without penalty.
Please reply to this post advising whether you approve. If you have any inquiries
may also contact the University’s Institutional Review Board (IRB) at xxx.xxxxxxx.xxx if
you desire to verify the legitimacy of the study. The IRB Number is 16-051-O.
Sincerely,
Primary Researcher
110
Appendix B: Private Message to LinkedIn Group Administrators
Are you an employee between the ages 18 to 34 who currently use gamification in
training and development? For the purpose of this study, gamification is an approach
of using game components, mechanics or design techniques to engage and motivate
individuals to achieve their goals.
Would you like to share your experience about your personal and professional needs
in your current work position? Understanding gamification from the viewpoints of
employees in the workplace can create an awareness of how business leaders can
incorporate this technique to allow for a more engaged and interactive workforce for
the 21st-century.
You will be reminded that your participation is voluntary, and that you are free to opt
out at any time without penalty. Similarly, you will be reminded that you have a right
to refuse to answer any question. The only risk involve may be the time you spend to
participate in this study. Yes, you want to be heard, however, there may be the issues
of using your time in this study. There is also a possibility of you being embarrassed,
or even misunderstood. There are no physical nor medical risks involved in this
study, and you will not be in any danger in participating in this study.
The benefits may include you sharing your feelings on the researcher’s topic and
wanting your views to be heard. You will not be compensated for your participation.
Another benefit may include the contribution to organizational literature and in
understanding the manner in which gamification is impacting millennials and 21st
century organizations.
If you are interested, please send a private message through my LinkedIn page, or
email at [email protected]. Thank you for your time and interest.
111
For the purpose of this research, I will ask participants for their personal email
addresses, and eventually, for their phone numbers in order to send them research materials
(Letter of Informed Consent and Interview Questions) and to perform the phone interview
necessary for part of this study. Confidentiality of all participants is of the utmost
importance to this study. I will not use their information for any other purpose except for the
expressed components of this study. I will inform all who are interested what participation in
the study entails and that he/she may opt out at any time without penalty. Similarly,
participants will be reminded that they have a right to refuse to answer any question.
Please reply to this post advising whether you approve. If you have any inquiries
xxx-xxx-xxxx.
You may also contact the University’s Institutional Review Board (IRB) at
[email protected] if you desire to verify the legitimacy of the study. The IRB Number is
16-051-O.
Sincerely,
Primary Researcher
112
Appendix C: Pilot Study Post – Facebook Participants
I am searching for one volunteer for a pilot study for the following:
Are you an employee between the ages 18 to 34 who currently use gamification in training
and development? For the purpose of this study, gamification is an approach of using game
components, mechanics or design techniques to engage and motivate individuals to achieve
their goals.
Would you like to share your experience about your personal and professional needs
in your current work position? Understanding gamification from the viewpoints of
employees in the workplace can create an awareness of how business leaders can incorporate
this technique to allow for a more engaged and interactive workforce for the 21st-century.
For the purpose of this research, I will ask you for your personal email address, and
eventually, for your phone number in order to send you research materials (Letter of
Informed Consent and Interview Questions) and to perform the phone interview necessary
for part of this study. Confidentiality is of the utmost importance to this study. I will not use
your information for any other purpose except for the expressed components of this study. I
will inform you what participation in the study entails and that you may opt out at any time
without penalty. Similarly, you will be reminded that you have a right to refuse to answer
any question.
Please reply to this post advising whether you approve. If you have any inquiries
concerning this study, please contact me at [email protected], or
xxx-xxx-xxxx.
113
Appendix D: Pilot Study Post – LinkedIn Participants
I am searching for one volunteer for a pilot study for the following:
Are you an employee between the ages 18 to 34 who currently use gamification in
training and development? For the purpose of this study, gamification is an approach of
using game components, mechanics or design techniques to engage and motivate individuals
to achieve their goals.
Would you like to share your experience about your personal and professional needs
in your current work position? Understanding gamification from the viewpoints of
employees in the workplace can create an awareness of how business leaders can incorporate
this technique to allow for a more engaged and interactive workforce for the 21st-century.
I am a doctoral candidate seeking participants who live in the United States.
Participation for this dissertation research requires approximately 60 minutes for a telephone
interview. All information you provide will be protected and coded to ensure confidentiality.
If you are interested, please send a private message through my LinkedIn page, or my email
at [email protected]. Thank you for your time and interest.
For the purpose of this research, I will ask you for your personal email address, and
eventually, for your phone number in order to send you research materials (Letter of
Informed Consent and Interview Questions) and to perform the phone interview necessary
for part of this study. Confidentiality is of the utmost importance to this study. I will not use
your information for any other purpose except for the expressed components of this study. I
will inform you what participation in the study entails and that you may opt out at any time
without penalty. Similarly, you will be reminded that you have a right to refuse to answer
any question.
Please reply to this post advising whether you approve. If you have any inquiries
concerning this study, please contact me at [email protected], or xxx-xxx-xxxx.
You may also contact my Dissertation Chair at [email protected]. You
may also contact the University’s Institutional Review Board (IRB) at [email protected] if
you desire to verify the legitimacy of the study. The IRB Number is 16-051-O.
114
Appendix E: Letter of Informed Consent
Dear (Participant);
Thank you for your interest in participating in this study. My name is Mary
Saunders, and I am a doctoral student in the School of Organizational Leadership at
University of the Rockies.
I am writing to invite you to participate in a research study titled, Gamification in
Training and Development from the perspectives of Millennial Employees. This study is for
my dissertation, and the purpose of the study is to add to the growing body of knowledge
about the significance of gamification in the 21st-century organization. The University
requires that you give your signed agreement to participate in this project. If you choose to
participate in this study, I will hold conversations with you for no more than an hour through
the telephone.
If you are not clear on any of the content in this letter, please feel free to contact the
researcher at email: [email protected], or telephone xxx-xxx-xxxx.
Study Procedure:
• Participant reads Letter of Informed Consent.
• Send your signed copy of approval of the Letter of Informed Consent in a
reply to this email, [email protected]
• Choose date and times from a list that will be sent to you by the researcher for
a telephone interview, which will last no more than one hour. Researcher will
give you several time options in the event your first choice has already been
chosen by another participant.
• Review the interview questions that will be sent to you in a confirmation
email with the interview date and time. You may contact the researcher at
[email protected] or by telephone xxx-xxx-xxxx if you need to
change the interview date and time.
• Complete 60-minute telephone interview with the researcher.
• The interview transcription will be emailed to you in a locked file. The
researcher will provide you with the password in a separate email. Review the
final transcription of the telephone interviews and communicate your approval
to the researcher via a reply to the email containing the final transcription.
Risks:
All risks and benefits will be adequately identified, evaluated, and described. The
risk to you will be minimal. You will not be compensated for participating in this study. All
information shared by you will remain confidential. You will be reminded that your
participation is voluntary, and that you are free to opt out at any time without penalty.
115
Similarly, you will be reminded that you have a right to refuse to answer any question. The
only risk involve may be the time you spend to participate in this study. Yes, you want to be
heard, however, there may be the issues of using your time in this study. There is also a
possibility of you being embarrassed, or even misunderstood. There are no physical nor
medical risks involved in this study, and you will not be in any danger in participating in this
study.
Benefits:
There is no monetary compensation for participating in this study other than time
spent. The benefits may include you sharing your feelings on the researcher’s topic and
wanting your views to be heard. You will not be compensated for your participation.
Another benefit may include the contribution to organizational literature and in
understanding the manner in which gamification is impacting millennials and 21st century
organizations.
Privacy and Confidentiality:
Interviews will be conducted over the telephone. Each interview will last between 45
to 60 minutes. The researcher will immediately transcribe each of the interviews in order to
maintain your exact wording. You will receive a copy of your transcribed interview through
your email, where you will be able to verify the content and make any necessary changes.
Upon verification of the content by you, which will be indicated through your email, the
researcher will make the necessary changes. You will also be provided the opportunity to
learn about the results of the study once it is completed. The researcher will email a copy of
the results of the study to you once it is completed.
Your information will be coded and password-protected on the researcher’s personal
computer. Your name will not be used in this study. The researcher will be coding you as
for example, Participant One, Participant Two, etc. in order to ensure confidentiality. All data
provided for this study and for publication in the researcher’s dissertation will not identify
your name nor the name of your company. All audio recordings, transcribed interviews and
master lists will be kept in a secured file cabinet in the researcher’s home. No one except the
researcher will have access to this file cabinet. The researcher will keep data such as
audio-recordings, transcription, and master list for at least five years. After the five-year
timeline has elapsed, the researcher will then destroy all data, audio-recordings, and master
lists.
Persons to Contact:
You may contact the researcher at any time with questions about the study at
[email protected], or xxx-xxx-xxxx. If you have any further inquiries
concerning this study, please contact my advisor at [email protected]. To
ensure the legitimacy of this study, you may also wish to contact the University’s
Institutional Review Board (IRB) at email [email protected]. The IRB Number is
16-051-O.
116
A copy of this consent form will be provided to you.
Consent:
I understand the above information and voluntarily consent to participate in this
study. I understand that I may discontinue to participate at any time without penalty, and that
I also have the right to refuse to answer questions.
Please indicate with a check mark below if you agree to the recording of your
interview responses.
□ I agree to the recording of my interview responses.
117
Appendix F: Demographic and Interview Questions
Thank you for participating in this study. You have been identified as an employee who
realizes the importance of the use of gamification in training and development in ensuring
engagement in the 21st century organization. For the purpose of this study, gamification has
gamification is to incorporate elements from games to encourage learners to engage with the
1. Are you able to relate to gamification and how this has impacted your personal and
professional experience?
6. Tell me about your personal and professional experience when gaming methods are
used in your training and development?
8. What feelings about your employer were generated regarding your experience of
gamification?
9. What feelings about your work environment were generated regarding your
experience of gamification?
11. How has your experience with gamification influenced your social interaction in the
work environment?
12. How are you able to give feedback regarding your experience with gamification in
training?
13. How has this experience affected your feeling of autonomy in the workplace?
14. Is there anything else you would like to share with me?
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