Examines how age influences responses to gamified HR processes, indicating a need for inclusive design.
In today's dynamic working environment, companies are using games to keep their employees more involved, motivated, and creative. The study focuses on the responses of employees across different age groups to the use of games in HR processes. The study examined four groups: Baby Boomers, Generation X, Millennials, and Generation Z. The study explore experience and respond to games in HR and how this affects their creative abilities at work. The data collected from 101 employees of Gamification driven companies for hiring, training, and feedback. The confirmation of validity and reliability of data followed by the analysis through SPSS. The study found that the use of games in HR is an effective predictor of employee creativity and interpersonal connections. In reality, it explains 44.1% of the output variation. Also, observed that employees are more creative when they develop connections with each other. The study evaluated how different age groups react to HR games. A lot of our sample included Millennials and Generation Z, who both liked to play games. were more active than seniors. This means that companies are unable to use a gamification method; rather, they must create systems which are fair and easy to understand by employees of all ages keeping the industrial standards, organizational goals and employee effectiveness at a same page. The research is useful in understanding real world application of the HR policies to improve the employee engagement of all ages. It helps us to understand how individuals think, behave and work. It also highlights how individuals of all age groups respond and act towards creativity in their work. Also it provides HR professionals a clear picture of how to develop gamified systems that keep employees motivated, engaged and enthusiastic towards the work culture irrespective of their age.
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Aastha et al. (2026) studied this question.
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