Skip to main content

Gamifying Onboarding: How to Increase Both Engagement and Integration of New Employees

Part of the Advances in Intelligent Systems and Computing book series (AISC,volume 970)


New employees are supposed to quickly understand their tasks, internal processes and familiarize with colleagues. This process is called “onboarding” and is still mainly realized by organizational methods from human resource management, such as introductory events or special employee sessions. Software tools and especially mobile applications are an innovative means to support provide onboarding processes in a modern, even remote, way. In this paper we analyze how the use of gamification can enhance onboarding processes. Firstly, we describe a mobile onboarding application specifically developed for the young, technically literate generations Y and Z, who are just about to start their career. Secondly, we report on a study with 98 students and young employees. We found that participants enjoyed the gamified application. They especially appreciated the feature “Team Bingo” which facilitates social integration and teambuilding. Based on the OCEAN personality model (“Big Five”), the personality traits agreeableness and openness revealed significant correlations with a preference for the gamified onboarding application.


  • Onboarding
  • Gamification
  • Human resource management
  • Human factors
  • Human-systems integration

This is a preview of subscription content, access via your institution.

Buying options

USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
USD   129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions


  1. The Best Employee Engagement Statistics You Should Know.

  2. Autry, A.: 2018 Employee Engagement & Loyalty Statistics.

  3. Deterding, S.: GamifyConference 2017 - Dr. Sebastian Deterding - Gamification - Missverständnisse und Lösungen.

  4. Eisner, S.P.: Managing Generation Y. SAM Adv. Manage. J. 70(4), 4–12 (2005)

    MathSciNet  Google Scholar 

  5. Tulgan, B.: Meet Generation Z: the second generation within the giant “Millennial” cohort (2013)

    Google Scholar 

  6. Francis-Smith, J.: Surviving and thriving in the multigenerational workplace. J. RECORD (2004). Online Research Library: Questia.

  7. Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification: using game design elements in non-gaming contexts (2011)

    Google Scholar 

  8. Depura, K., Garg, M.: Application of online gamification to new hire onboarding. In: 2012 Third International Conference on Services in Emerging Markets, pp. 153–156 (2012)

    Google Scholar 

  9. Dale, S.: Gamification: making work fun, or making fun of work? Bus. Inf. Rev. 31, 82–90 (2014)

    Google Scholar 

  10. Korn, O., Schmidt, A.: Gamification of business processes: re-designing work in production and service industry. Procedia Manuf. 3, 3424–3431 (2015)

    CrossRef  Google Scholar 

  11. Kupka, K.: Online-assessments im recrutainment-Format: Wie gefällt das eigentlich den Bewerbern in der echten Auswahlsituation? In: Diercks, J., Kupka, K. (eds.) Recrutainment: Spielerische Ansätze in Personalmarketing und -auswahl, pp. 53–66. Springer Fachmedien Wiesbaden, Wiesbaden (2013)

    CrossRef  Google Scholar 

  12. Korn, O.: Industrial playgrounds: how gamification helps to enrich work for elderly or impaired persons in production. In: Proceedings of the 4th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, pp. 313–316. ACM, New York (2012)

    Google Scholar 

  13. Korn, O., Funk, M., Schmidt, A.: Design approaches for the gamification of production environments: a study focusing on acceptance. In: Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments, pp. 6:1–6:7. ACM, New York (2015)

    Google Scholar 

  14. Korn, O., Muschick, P., Schmidt, A.: Gamification of production? A study on the acceptance of gamified work processes in the automotive industry. In: Chung, W., Shin, C.S. (eds.) Advances in Affective and Pleasurable Design. Proceedings of the AHFE 2016 International Conference, pp. 433–445. Springer, Heidelberg (2016)

    Google Scholar 

  15. Korn, O., Lang, J., Korge, A., Causegic, H., Schmidt, A.: Gamification of a workday: a study on the effects in sheltered employment. In: CHI 2016 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp. 3114–3121. ACM, New York (2016)

    Google Scholar 

  16. Towers Watson ed: Global Workforce Study. Geld, Karriere, Sicherheit? Was Mitarbeiter motiviert und in ihrem Unternehmen hält. Ergebnisse für Deutschland 2012/2013. Presented at the July 2012

    Google Scholar 

  17. Haufe-Lexware GmbH & Co KG: Noch viel Verbesserungspotenzial beim Onboarding.

  18. Gen Z & Millennials Collide At Work.

  19. Simon, W.: Persönlichkeitsmodelle und Persönlichkeitstests: 15 Persönlichkeitsmodelle für Personalauswahl, Persönlichkeitsentwicklung, Training und Coaching. Presented at the (2006)

    Google Scholar 

  20. Satow, D.L.: Big-Five-Persönlichkeitstest (B5T): Testmanual und Normen (2012)

    Google Scholar 

  21. QuizClash – Quiz against your friends!.

  22. Fourdesire: Plant Nanny - Water Reminder with Cute Plants.

  23. Niantic, Inc.: Produkte.

  24. Jodel – Impressum.

  25. Instructions on How to Play BINGO.

  26. Gouveia, R., Pereira, F., Karapanos, E., Munson, S.A., Hassenzahl, M.: Exploring the design space of glanceable feedback for physical activity trackers. In: Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing, pp. 144–155. ACM, New York (2016)

    Google Scholar 

  27. Blohm, I., Leimeister, J.M.: Gamification. WIRTSCHAFTSINFORMATIK 55, 275–278 (2013)

    CrossRef  Google Scholar 

  28. Barrick, M.R., Mount, M.K.: The big five personality dimensions and job performance: a meta-analysis. Pers. Psychol. 44, 1–26 (1991)

    CrossRef  Google Scholar 

  29. Paulus, J.: Das Fünf mal Eins der Psychologie | Wissen | SWR2.

  30. Philipps, G., Lebek, S.: Erfolgreich durchs assessment-center. In: Strategien - Aufgaben - Testverfahren: Experten zeigen, worauf es wirklich ankommt, p. 92. Linde Verlag GmbH (2012)

    Google Scholar 

Download references


This research was enabled by a co-operation between the Affective & Cognitive Institute of Offenburg University and the Haufe Group. The onboarding app and the gamification features were implemented in the Haufe Corporations & Public Sector business unit under the supervision of Christian Kempter.

Author information

Authors and Affiliations


Corresponding author

Correspondence to Oliver Korn .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Heimburger, L., Buchweitz, L., Gouveia, R., Korn, O. (2020). Gamifying Onboarding: How to Increase Both Engagement and Integration of New Employees. In: Goossens, R., Murata, A. (eds) Advances in Social and Occupational Ergonomics. AHFE 2019. Advances in Intelligent Systems and Computing, vol 970. Springer, Cham.

Download citation

  • DOI:

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-20144-9

  • Online ISBN: 978-3-030-20145-6

  • eBook Packages: EngineeringEngineering (R0)