Impact of Gamified Training Techniques on Employee Skill Development in Financial Institutions in Germany

Authors

  • Tim Schulz University of Mannheim

DOI:

https://doi.org/10.47941/hrlj.2802

Keywords:

Gamified Training Techniques, Employee Skill Development, Financial Institutions

Abstract

Purpose: The purpose of this article was to impact of gamified training techniques on employee skill development in financial institutions in Germany.

Methodology: This study adopted a desk methodology. A desk study research design is commonly known as secondary data collection. This is basically collecting data from existing resources preferably because of its low cost advantage as compared to a field research. Our current study looked into already published studies and reports as the data was easily accessed through online journals and libraries.

Findings: ​ Gamified training in German financial institutions has boosted employee engagement, skill retention, and motivation. Game elements like points and challenges made learning more effective and enjoyable. Employees showed better problem-solving and adaptability. The approach modernized training and improved overall performance.

Unique Contribution to Theory, Practice and Policy: Self-determination theory (SDT), flow theory & goal-setting theory may be used to anchor future studies on impact of gamified training techniques on employee skill development in financial institutions in Germany. For practitioners, gamified training offers an innovative and scalable method to enhance employee development across diverse financial domains such as risk management, cybersecurity, compliance, and customer service. Government agencies and financial regulators should collaborate with industry stakeholders to create guidelines that encourage the ethical and inclusive use of gamified tools, ensuring accessibility and fairness for all employees.

Downloads

Download data is not yet available.

References

Abbad, G., (2020). Leveraging learning with gamification: An experimental case study with bank managers. Computers in Human Behavior Reports, 3, 100044. https://doi.org/10.1016/j.chbr.2020.100044

Beber, B., Lakemann, T., Schnars, R., & Lay, J. (2025). Employment effects of skills trainings in Sub-Saharan Africa: A systematic review of recent randomized controlled trials. De Economist, 173(1), 87–120. https://doi.org/10.1007/s10645-024-09442-6

Bitrián, P., & Buil, I. (2024). Gamification in workforce training: Improving employees’ self-efficacy and information security behaviours. Journal of Business Research, 179, 114685. https://doi.org/10.1016/j.jbusres.2024.114685

Brynjolfsson, E., Li, D., & Raymond, L. (2023). Generative AI at Work: Evidence from customer support agents. arXiv. https://doi.org/10.48550/arXiv.2304.11771

Brynjolfsson, E., Li, D., & Raymond, L. (2023). Generative AI at Work: Evidence from customer support agents. arXiv. https://doi.org/10.48550/arXiv.2304.11771

Buell, R. W., Cai, W., & Sandino, T. (2023). Learning or playing? The effect of gamified training on employee performance. Columbia Business School Research Brief. https://www.hbs.edu/faculty/Pages/item.aspx?num=58067

Chakravarty, S., Lundberg, M., Nikolov, P., & Zenker, J. (2020). Vocational training programs and youth labor market outcomes: Evidence from Nepal. IZA Discussion Paper. https://doi.org/10.2139/ssrn.3440872

Chan, C.-K., Leung, H.-M., & Kung, M.-W. (2019). Understanding the effect of gamification of learning using flow theory. In Sri Lanka, Human Rights and the United Nations (pp. 3–14). https://doi.org/10.1007/978-981-13-6681-9_1

Eshun, M. E. (2022). Skilling Africa’s informal sector for growth: The role of technical and vocational education and training. AUDA-NEPAD.

Eshun, M. E. (2022). Skilling Africa’s informal sector for growth: The role of technical and vocational education and training. AUDA-NEPAD.

Fernandes, R., et al. (2022). Employees began as learners but quickly advanced to higher statuses as they became experts in their new CRM tools. Sage Journals. https://doi.org/10.1177/21582440241243154

GP Strategies. (2025). How gamified eLearning helped a global financial institution increase learning engagement and streamline training. GP Strategies Corporation. https://www.gpstrategies.com/resource/gamified-elearning-finance/

Hamza, A., & Tóvölgyi, Á. (2021). The effect of gamified e-learning on employees’ engagement: A case study of a Lebanese bank. Periodica Polytechnica Social and Management Sciences. https://doi.org/10.3311/PPso.17168

Insightful Banking. (2025). Enhancing learning through gamification in banking education. Retrieved from https://www.insightfulbanking.com/gamification-learning/

Kaoud, R., & ElBolok, W. (2023). Leveling up in corporate training: Unveiling the power of gamification to enhance knowledge retention, knowledge sharing, and job performance. Journal of Innovation & Knowledge. https://doi.org/10.1016/j.jik.2024.XX

Kaoud, R., & ElBolok, W. (2024). Leveling up in corporate training: Unveiling the power of gamification to enhance knowledge retention, knowledge sharing, and job performance. Journal of Innovation & Knowledge, 9(1), 12–25. https://doi.org/10.1016/j.jik.2024.100289

Kulkarni, P., Gokhale, P., Satish, Y. M., & Tigadi, B. (2022). An empirical study on the impact of learning theory on gamification-based training programs. Organization Management Journal, 19(5), 170–188. https://doi.org/10.1108/OMJ-04-2021-1232

Kulkarni, P., Gokhale, P., Satish, Y. M., & Tigadi, B. (2022). An empirical study on the impact of learning theory on gamification-based training programs. Organization Management Journal, 19(5), 170–188. https://doi.org/10.1108/OMJ-04-2021-1232

Luarn, P., Chen, C.-C., & Chiu, Y.-P. (2023). Enhancing intrinsic learning motivation through gamification: A self-determination theory perspective. International Journal of Information and Learning Technology, 40(5), 413–424. https://doi.org/10.1108/IJILT-07-2022-0145

Mohanty, S., & Christopher, P. B. (2023). The role of gamification research in human resource management: A PRISMA analysis and future research direction. Sage Open, 13(4). https://doi.org/10.1177/21582440241243154

OECD. (2023). OECD Employment Outlook 2023: Artificial Intelligence and the Labour Market. OECD Publishing. https://doi.org/10.1787/08785bba-en

Psicosmart. (2024). The impact of gamification on knowledge retention and skills development in corporate LMS. European Journal of Training & Development, 48(2), 85–103. https://doi.org/10.36713/epra18655

Psicosmart. (2024, August 28). The impact of gamification on employee learning and development: A comparative study of traditional and gamified training methods. European Journal of Training & Development. https://doi.org/10.36713/epra18655

Rodríguez, A., et al. (2022). Impact of mobile technology-enabled HR gamification on employee performance: An empirical investigation. Information & Management, 59(4), 103647. https://doi.org/10.1016/j.im.2022.103647

Singh, S. K., & Dixit, P. (2024). Advancing youth employability and economic growth: The strategic role of skill development programs in India. Revista Electronica de Veterinaria, 25(1), 3315–3320. https://doi.org/10.69980/redvet.v25i1.1558

Singh, S. K., & Dixit, P. (2024). Advancing youth employability and economic growth: The strategic role of skill development programs in India. Revista Electronica de Veterinaria, 25(1), 3315–3320. https://doi.org/10.69980/redvet.v25i1.1558

Stanculescu, M., et al. (2016). Gamification effects on social interaction and learning: IBM case experiment. Journal of Innovation & Knowledge. https://doi.org/10.1016/j.jik.2024.XX

Stephany, F., & Teutloff, O. (2022). What is the price of a skill? The value of complementarity. arXiv. https://doi.org/10.48550/arXiv.2210.01535

Stephany, F., & Teutloff, O. (2022). What is the price of a skill? The value of complementarity. arXiv. https://doi.org/10.48550/arXiv.2210.01535

Suh, A., & Wagner, C. (2017). The impact of game mechanics on knowledge sharing: Leaderboards, competitiveness, and visibility. Journal of Innovation & Knowledge. https://doi.org/10.1016/j.jik.2024.XX

TalentLMS. (n.d.). Engagement statistics in gamified learning. eLearning Industry Report. Retrieved 2024.

The Guardian. (2024, July 26). Green economy could generate 3.3m jobs across Africa by 2030 – report. The Guardian. https://www.theguardian.com/global-development/2024/jul/26/green-economy-africa-jobs-report

Turan, Z., et al. (2024). Leveling up in corporate training: The power of gamification to enhance knowledge retention, sharing, and job performance. Journal of Innovation & Knowledge. https://doi.org/10.1016/j.jik.2024.100289

University of Colorado Denver. (2024). Gamified training effects on retention and skill proficiency. Journal of Computer Assisted Learning. https://doi.org/10.1016/GAMIFY2024

Wikipedia. (2024). Gamification of learning. Wikipedia. Retrieved June 2025.

World Bank. (2020). Education and training systems can help equip workforce. https://databank.worldbank.org

Zakaria, N., Mustapha, N., & Hussain, A. (2024). Malaysia MOOCs initiative: Enhancing vocational education access and outcomes. International Journal of Research and Innovation in Social Science, 8(3). https://doi.org/10.47772/IJRISS.2024.8310

Zakaria, N., Mustapha, N., & Hussain, A. (2024). Malaysia MOOCs initiative: enhancing vocational education access and outcomes. International Journal of Research and Innovation in Social Science.

Downloads

Published

2025-06-18

How to Cite

Schulz, T. (2025). Impact of Gamified Training Techniques on Employee Skill Development in Financial Institutions in Germany. Human Resource and Leadership Journal, 10(3), 67 – 76. https://doi.org/10.47941/hrlj.2802

Issue

Section

Articles