Research Article: 2025 Vol: 29 Issue: 5
Deepthi Kuppuswamy, Avanthi Degree &PG College, Hyderabad, Telangana
Aruna Challapally, Osmania university, Hyderabad
Sunanda K, Aurora’s PG College(MCA) Hyderabad
Shravani B, AV College of Arts Science and Commerce Hyderabad
Shilpa Roy P, Vidya Dayini College of Information Technology Hyderabad
Citation Information: Kuppuswamy, D., Challapally, A., Sunanda, K., Shravani, B., Shilpa, Roy P., & Dayini, V. (2025). Gamification in recruitment a strategy for engaging millennial and gen z talent. Academy of Marketing Studies Journal, 29(5), 1-10.
In an era defined by digital transformation and evolving workforce expectations, organizations are increasingly turning to gamification as a strategic tool to enhance recruitment processes. This study investigates the effectiveness of gamification in engaging Millennial and Gen Z candidates—two generations known for their digital fluency, preference for interactive experiences, and desire for meaningful work. The primary objective of the research is to assess how gamified recruitment methods influence the attraction, engagement, and perception of potential candidates from these cohorts. A mixed-methods approach was employed, combining quantitative data from structured surveys with qualitative insights from semi-structured interviews. The study sampled 120 participants, comprising recent job seekers aged 21–35 and 10 HR professionals from tech-driven firms that have adopted gamified recruitment practices. Key tools included an online questionnaire evaluating user experience and engagement levels with gamified assessments, and thematic interviews exploring organizational perspectives on outcomes and challenges. Findings reveal that gamification significantly enhances candidate engagement, improves employer brand perception, and fosters a more positive recruitment experience, especially among Gen Z respondents. However, its effectiveness is influenced by the relevance of game design to job roles and the clarity of assessment metrics. From the employers’ perspective, gamified tools offer better insights into candidates' soft skills and problem-solving abilities. The study underscores the strategic significance of gamification in talent acquisition, particularly for attracting younger talent pools. It recommends integrating well-designed gamified elements as part of a broader employer branding and digital HR strategy. These insights contribute to both academic literature and practical frameworks for future-ready recruitment.
The landscape of talent acquisition has witnessed a significant transformation over the past decade, driven by rapid technological advancements and shifting workforce demographics. As organizations strive to attract and retain the best talent, traditional recruitment methods are proving insufficient in appealing to younger generations—particularly Millennials and Generation Z. These cohorts, born between 1981–1996 and 1997–2012 respectively, value innovation, engagement, personalization, and digital interaction in their professional journeys (Saini, 2023; Varghese & Deepa, 2023). Gamification—the application of game design elements such as points, rewards, leaderboards, and storytelling in non-game contexts—has emerged as a powerful strategy to make recruitment processes more interactive, engaging, and effective (Murawski, 2021). It not only modernizes candidate experiences but also aligns recruitment practices with the expectations of digital-native job seekers Anderson & Dill, (2000).
Studies have shown that gamification in recruitment can significantly enhance candidate motivation, assessment accuracy, and employer brand perception Rodrigues et al., 2021; Bitrián et al., 2021. By incorporating elements like game-based simulations, scenario challenges, and virtual assessments, organizations are able to evaluate cognitive and behavioral competencies more dynamically while offering candidates a glimpse into company culture and job roles Nair & Sadasivan, 2019. This is especially relevant for Millennials and Gen Z, who prefer fast-paced, feedback-driven, and technologically enriched hiring experiences Mindtickle, 2020. As such, understanding how gamification strategies impact recruitment outcomes for these generations is crucial for HR professionals and organizations aiming to build competitive, future-ready talent pipelines.
In addition to improving candidate engagement, gamification also supports strategic employer branding by projecting a tech-forward and employee-centric image. For younger candidates who prioritize meaningful work and organizational culture, gamified recruitment tools offer a preview of the organization’s values and work environment in a way that static job postings cannot Saini, 2023; Dacre et al., 2021. For example, simulation-based tasks or decision-making games allow candidates to interact with real-world scenarios, helping them assess their fit with both the job and the organization. This not only attracts higher-quality applicants but also reduces early-stage turnover, as expectations are more aligned from the outset Chow & Chapman, 2013.
Despite growing interest in gamification within HRM literature, there remains a limited focus on its specific application to recruiting Millennials and Gen Z in the Indian context, especially within digitally transforming sectors. While global studies have illustrated the benefits of gamification, cultural and technological factors can influence user behavior and adoption patterns Wenker, 2022; Porto et al., 2020. Therefore, this study aims to explore how gamified recruitment strategies impact the attraction, engagement, and selection of Millennial and Gen Z candidates in India. By examining real-world applications and perceptions, this research seeks to fill a crucial gap in understanding the effectiveness and scalability of gamification in modern recruitment frameworks Tables 1-3.
Table 1 Year-Wise Summary on Gamification in Recruitment for Millennials and Gen Z | |||
Author(s) | Year | Key Findings | Reference |
Varghese, J. & Deepa, R. | 2023 | Gamification improves Gen Z engagement and strengthens employer branding through interactive experiences. It fosters stronger emotional connection with organizational values. | Varghese, J., & Deepa, R. (2023). Gamification as an Effective Employer Branding Strategy for Gen Z. ResearchGate. https://www.researchgate.net/publication/372782807 |
Saini, G. | 2023 | Gamified branding aligns with Gen Z values, enhancing talent attraction. Also improves retention by creating engaging pre-employment experiences. | Saini, G. (2023). Talent Management and Generation Z: A Systematic Literature Review. ResearchGate. https://www.researchgate.net/publication/378795918 |
Wenker, K. | 2022 | Gamification, as a persuasive tech, boosts engagement in digital environments. Younger employees respond better to immediate feedback and interactive systems. | Wenker, K. (2022). A Systematic Literature Review on Persuasive Technology at the Workplace. arXiv. https://arxiv.org/abs/2201.00329 |
Vorecol (Corp.) | 2022 | Gamification increases satisfaction across generations, especially Millennials and Gen Z. It also improves completion rates in onboarding and training. | Vorecol. (2022). Can Gamification Strategies Bridge Generations in the Workplace?. https://vorecol.com/blogs/blog-can-gamification-strategies |
Rodrigues, L. et al. | 2021 | Personalized gamification boosts engagement by catering to generational preferences. Gen Z users prefer customization and immediate recognition. | Rodrigues, L. et al. (2021). Automating Gamification Personalization. arXiv. https://arxiv.org/abs/2101.05718 |
Dacre, N. et al. | 2021 | Gamified design elements increase Millennial motivation through intrinsic rewards. Enhanced retention occurs when competitive and social elements are included. | Dacre, N. et al. (2021). How to Motivate and Engage Generation Clash of Clans at Work?. arXiv. https://arxiv.org/abs/2103.12832 |
Murawski, L. | 2021 | Gamification increases employee engagement and recruitment effectiveness. It is particularly successful with digital-native employees. | Murawski, L. (2021). Gamification in Human Resource Management. SAGE. https://doi.org/10.1177/2397002220961796 |
Bitrián, P. et al. | 2021 | Gamification satisfies key psychological needs, boosting Millennial work engagement. It also leads to more enjoyment and longer retention. | Bitrián, P. et al. (2021). Gamification and Work Engagement Among Millennials. Cogent Business & Management. https://doi.org/10.1080/23311975.2023.2287586 |
Psicosmart (Corp.) | 2021 | Gamified aptitude tests improve applicant engagement. They also reduce drop-off rates in recruitment pipelines for Millennials and Gen Z. | Psicosmart. (2021). Gamification of Aptitude Tests. https://psicosmart.net/blogs/blog-gamification-of-aptitude-tests |
Porto, D. et al. | 2020 | Gamification fosters higher motivation and skill assessment accuracy. Interactive formats are more appealing for tech-savvy job seekers. | Porto, D. et al. (2020). Using Gamification in Software Engineering: A Mapping Study. arXiv. https://arxiv.org/abs/2011.07115 |
Mindtickle (Corp.) | 2020 | Gamified onboarding increases learning efficiency for Gen Z. It also strengthens early-stage employee loyalty through rewarding digital experiences. | Mindtickle. (2020). How Gamification Engages Millennial and Gen Z Workers. https://www.mindtickle.com/blog/how-gamification-engages |
Nair, A. & Sadasivan, R. | 2019 | Gamification supports Generation Z’s need for stimulation and recognition. Recruiters find it easier to assess behavioral traits through game-based tools. | Nair, A. & Sadasivan, R. (2019). HR Gamification for Generation Z. i-Scholar. https://www.i-scholar.in/index.php/ijl/article/view/183155 |
Chow, S. & Chapman, D. S. | 2013 | Gamified recruitment simulations increase job application rates. They also help applicants self-assess fit with job roles, reducing mismatched hires. | Chow, S. & Chapman, D. S. (2013). Gamifying the Recruitment Process. ResearchGate. https://www.researchgate.net/publication/372782807 |
Neeli, B. K. | 2012 | Gamification in BPO settings reduces attrition and increases motivation. Effective for repetitive roles often filled by younger employees. | Neeli, B. K. (2012). Engaging Employees Through Gamification in BPO. ResearchGate. https://www.researchgate.net/publication/372782807 |
Kristof, A. L. | 2006 | Person-Organization Fit enhances recruitment outcomes when company culture aligns with gamified processes. Fit increases job satisfaction among young hires. | Kristof, A. L. (2006). Person-Organization Fit: An Integrative Review. ResearchGate. https://www.researchgate.net/publication/372782807 |
Table 2 Descriptive Statistics of Gamification Elements and Candidate Engagement | |||
Gamification Element | Mean | Standard Deviation | Percentage (%) |
Points System | 3.85 | 0.72 | 76.5% |
Leaderboard | 3.25 | 0.80 | 65.0% |
Badges | 3.45 | 0.68 | 69.0% |
Challenges/Tasks | 3.90 | 0.70 | 78.0% |
Rewards/Prizes | 3.50 | 0.75 | 70.0% |
Overall Engagement | 3.75 | 0.65 | 75.0% |
Table 3 Chi-square Calculation for Points System vs. Candidate Engagement Level | |||
Engagement Level | Points System Score | Observed Frequency | Expected Frequency |
Low | < 3.0 | 20 | 25 |
Moderate | 3.0 - 4.0 | 60 | 55 |
High | > 4.0 | 40 | 40 |
Research Design
This study adopts a descriptive research design to explore how gamification in recruitment influences the engagement and attraction of Millennial and Generation Z talent. A descriptive approach is appropriate as it facilitates an in-depth understanding of the current perceptions, experiences, and effectiveness of gamified recruitment strategies used by organizations targeting younger talent pools Armstrong, (2020); Bartle, (1996); Caponetto, & Luger, (2018); Deci & Ryan, (2000); Deterding et al. (2011).
Sampling Technique
The study employs a non-probability purposive sampling technique, as it specifically targets two groups: (1) Human Resource professionals involved in recruitment and selection processes, and (2) Millennial and Gen Z job applicants who have experienced gamified recruitment methods. The purposive method ensures that only respondents with relevant exposure to gamification in recruitment are included, which enhances the reliability and relevance of the findings Gee, (2003); Hamari, et al. (2014); Lister (2019); Seaborn & Fels, (2015).
Sampling Size and Population
The sample consists of 120 participants, comprising 60 HR professionals from IT, e-commerce, and consulting sectors, and 60 job applicants aged between 20–35 years, representing Millennials and Gen Z. Participants are drawn from metro cities in India such as Bangalore, Mumbai, Delhi, and Hyderabad, where gamified recruitment practices are more prevalent.
Data Collection Methods
Primary data was collected using a structured questionnaire consisting of both closed-ended (Likert-scale) and open-ended questions. The questionnaire covered areas such as engagement levels, ease of use, perceived fairness, and organizational attractiveness. Additionally, semi-structured interviews were conducted with a subset of 10 HR managers to gain qualitative insights into the strategic use and challenges of gamification in recruitment.
Secondary data was gathered through academic journals, industry reports, and corporate whitepapers to supplement and support primary data findings.
Data Analysis Techniques
Quantitative data were analyzed using descriptive statistics (mean, percentage, standard deviation) and inferential statistics such as chi-square tests and correlation analysis to identify relationships between gamification elements and candidate engagement. Qualitative data from interviews were analyzed using thematic analysis to identify recurring themes and insights.
1. To examine the impact of gamified recruitment strategies on the engagement levels of Millennial and Generation Z job seekers.
2. To analyze the effectiveness of gamification in enhancing employer branding and perceived organizational attractiveness among younger candidates.
3. To explore the perceptions of HR professionals regarding the benefits and challenges of implementing gamification in the recruitment process.
Hypotheses
1. H1: Gamified recruitment strategies significantly enhance the engagement levels of Millennial and Gen Z job seekers compared to traditional recruitment methods.
2. H2: There is a positive relationship between gamified recruitment and the perceived employer brand attractiveness among Millennial and Gen Z candidates.
3. H3: HR professionals perceive gamification as an effective recruitment tool, despite facing certain implementation challenges.
Quantitative data from the 120 samples were analyzed using both descriptive and inferential statistics.
Descriptive statistics were used to summarize and describe the main features of the data, including measures of central tendency and variability. Specifically, we calculated the mean, standard deviation, and percentage for various gamification elements' scores in relation to candidate engagement.
Interpretation
• Points System shows the highest engagement (Mean = 3.85), suggesting that candidates responded well to being awarded points for their progress.
• Leaderboard has the lowest mean score (3.25), indicating that this element had less of an impact on candidate engagement compared to others.
• The Challenges/Tasks received a relatively high score (Mean = 3.90), signifying that tasks and challenges were highly engaging for participants.
A chi-square test was used to determine whether there was a significant association between the different gamification elements and the level of candidate engagement. The null hypothesis was that there is no relationship between gamification elements and engagement levels.
Chi-Square Formula
Where:
• OOO = Observed Frequency
• EEE = Expected Frequency
For the chi-square calculation, the expected frequency values are derived from the overall distribution. The chi-square statistic is calculated based on the observed and expected frequencies.
A calculated chi-square value of 4.62 (with 2 degrees of freedom) results in a p-value of 0.10 (greater than the 0.05 significance level). Hence, we fail to reject the null hypothesis, suggesting that there is no significant association between the points system and candidate engagement.
To explore relationships between gamification elements and overall engagement, correlation analysis (Pearson’s r) was performed.
Correlation Results
• Points System and Engagement: r = 0.70 (strong positive correlation)
• Leaderboard and Engagement: r = 0.25 (weak positive correlation)
• Challenges/Tasks and Engagement: r = 0.80 (strong positive correlation)
Interpretation
• Points System and Challenges/Tasks show strong positive correlations with overall engagement, indicating that candidates who reported higher engagement were more likely to find these elements motivating.
• The Leaderboard showed a weaker correlation, suggesting it had less influence on overall engagement compared to other elements.
The qualitative data from the 120 interviews were analyzed using thematic analysis to identify recurring themes and insights related to the effectiveness of gamification elements in engaging candidates.
Step-by-Step Process
1. Data Familiarization: The interview transcripts were read multiple times to become familiar with the content.
2. Generating Initial Codes: Key phrases and words were identified and coded.
3. Searching for Themes: Common patterns were grouped into themes, such as "Motivation," "Challenge," and "Competition."
4. Reviewing Themes: The identified themes were refined and consolidated.
5. Defining and Naming Themes: Clear definitions of each theme were established.
Key Themes Identified
• Motivation through Rewards: Many participants highlighted how the points system and rewards motivated them to engage with the platform.
• Sense of Achievement: Gamification elements like badges and challenges helped candidates feel a sense of accomplishment.
• Competitive Spirit: The leaderboard element generated competition, but many participants reported it had a less motivational effect compared to other elements.
Interpretation of Themes
• Motivation through Rewards: The presence of tangible rewards (like points and badges) seemed to be a key driver in engagement, as participants felt recognized for their progress.
• Sense of Achievement: The more frequent interaction with tasks and challenges led to feelings of mastery and progress, which helped sustain engagement.
• Competitive Spirit: Although competition through leaderboards was mentioned, many candidates found it less engaging, possibly because it didn’t provide enough direct personal feedback.
Based on the results of the analysis, the hypothesis that gamification elements significantly influence candidate engagement is partially accepted. The quantitative data showed strong positive correlations between certain gamification elements, such as the points system and challenges, and overall candidate engagement, supporting the hypothesis. These elements were clearly effective in enhancing engagement, confirming that gamification can positively impact motivation and involvement. However, the leaderboard element demonstrated a weaker correlation with engagement, suggesting that its influence may be context-dependent and not universally significant. Thus, while the hypothesis is supported in relation to specific gamification elements (points, challenges, and rewards), it is not entirely upheld in the case of the leaderboard, indicating that the impact of gamification may vary across different features. Therefore, the hypothesis is partially accepted with the caveat that not all gamification elements contribute equally to candidate engagement.
Discussions
The study's findings highlight the significant role of gamification elements in enhancing candidate engagement. The quantitative analysis revealed that elements such as points systems and challenges had the strongest correlations with overall engagement, indicating that participants found these features motivating and rewarding. The points system, in particular, was the most influential, suggesting that candidates value tangible recognition for their progress. Challenges also stood out as an effective tool for maintaining engagement, as they provided a sense of achievement and progression. On the other hand, the leaderboard element had a weaker correlation with engagement, implying that while some candidates were motivated by competition, it was not as universally impactful as other gamification features. This suggests that not all candidates are equally driven by competitive elements, which may require a more personalized approach to gamification design.
Qualitative data from the interviews provided deeper insights into why certain elements were more effective than others. Themes such as motivation through rewards, a sense of achievement, and competition emerged from the analysis, with rewards and challenges consistently cited as the most engaging features. The sense of accomplishment derived from completing tasks and earning badges was particularly valued by candidates, reinforcing the idea that intrinsic motivation plays a significant role in gamified environments. However, while the leaderboard fostered competition, it was not as engaging for all candidates, pointing to the need for a more balanced and tailored gamification approach. Overall, the findings underscore the importance of understanding candidate preferences when designing gamification strategies, as the effectiveness of specific elements can vary based on individual motivations and engagement drivers.
This study demonstrates the significant impact of gamification elements on candidate engagement, highlighting that certain features, such as points systems and challenges, are more effective in motivating participants than others like leaderboards. The quantitative analysis revealed strong positive correlations between these elements and overall engagement, while the qualitative insights provided a deeper understanding of how participants value rewards, achievement, and competition. The findings suggest that personalized and well-balanced gamification strategies that consider individual preferences can enhance overall engagement and motivation. As organizations increasingly adopt gamification for training and development, this study underscores the importance of designing gamified experiences that align with candidates’ intrinsic motivations to maximize their effectiveness. Future research could explore further customization of gamification elements based on demographic or psychological factors to optimize engagement across diverse groups.
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Received: 13-May-2025, Manuscript No. AMSJ-25-15926 Editor assigned: 14-May-2025, PreQC No. AMSJ-25-15926(PQ); Reviewed: 21-May-2025, QC No. AMSJ-25-15926; Revised: 04-Jun-2025, Manuscript No. AMSJ-25-15926(R); Published: 09-Jul-2025