Improving employee experience through gamification
Tuominen, Camilla; Härkönen, Tanja (2022)
Lataukset:
Tuominen, Camilla
Härkönen, Tanja
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022060113937
https://urn.fi/URN:NBN:fi:amk-2022060113937
Tiivistelmä
This thesis was conducted together with the case company X and the theme for this thesis was to study employee experience and gamification in order to find out how to enhance the employee experience in the case company with the help of gamification. The aim was to develop a proof of value of a gamification-based employee journey web application. This proof of value would support the future development of an ultimate employee experience for the case company’s employees during the first year of their employee journey.
The theoretical background of this thesis aimed to discuss the key aspects of employee experience and journey combined with gamification. The goal was to find similarities and connecting components that would support the aim of creating the proof of value for the web application. The theory behind employee experience and gamification are thoroughly presented in the first part of the theoretical background and the second part combines these theoretical areas and thereby presents the theoretical framework of this thesis.
The thesis research was conducted in three parts as the data collection was divided in three different data collection methods. In the first part secondary data was analyzed to get the picture of the current status of employee experience in the case company. In order to get a deeper understanding of the findings a company-wide survey was conducted. After these two datasets were analyzed, semi-structured interviews were held to gain a deeper understanding of the employee’s views and wishes for an ideal employee experience as well as to learn more about their thoughts on gamification.
The results indicated that the case company’s employees have so far had a positive experience in the case company. A commonly mentioned theme was that a clear onboarding and learning and development structure was missing. These were also identified as the core factors affecting their motivation and engagement towards the company. Most of the employees wished that there would have been a clearer structure and plan throughout their first year of employment. From the secondary data and survey the main touchpoints of successful employee experience could be identified. Lastly, the proof of value of employee experience web application was created based on the identified main touch points and the findings from the interviews. The research outcome of this thesis is presented by the core features of the web application proof of value.
The theoretical background of this thesis aimed to discuss the key aspects of employee experience and journey combined with gamification. The goal was to find similarities and connecting components that would support the aim of creating the proof of value for the web application. The theory behind employee experience and gamification are thoroughly presented in the first part of the theoretical background and the second part combines these theoretical areas and thereby presents the theoretical framework of this thesis.
The thesis research was conducted in three parts as the data collection was divided in three different data collection methods. In the first part secondary data was analyzed to get the picture of the current status of employee experience in the case company. In order to get a deeper understanding of the findings a company-wide survey was conducted. After these two datasets were analyzed, semi-structured interviews were held to gain a deeper understanding of the employee’s views and wishes for an ideal employee experience as well as to learn more about their thoughts on gamification.
The results indicated that the case company’s employees have so far had a positive experience in the case company. A commonly mentioned theme was that a clear onboarding and learning and development structure was missing. These were also identified as the core factors affecting their motivation and engagement towards the company. Most of the employees wished that there would have been a clearer structure and plan throughout their first year of employment. From the secondary data and survey the main touchpoints of successful employee experience could be identified. Lastly, the proof of value of employee experience web application was created based on the identified main touch points and the findings from the interviews. The research outcome of this thesis is presented by the core features of the web application proof of value.