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Human Resource Management Journal
IF
2.84
Papers
873
Papers 892
1 page of 90 pages (892 results)
Newest
#1Ian Cunningham (University of Strathclyde)H-Index: 22
#2Colin Lindsay (University of Strathclyde)H-Index: 19
Last. Chandrima Roy (University of Leicester)H-Index: 1
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#1Zhou Jiang (Flinders University)
#1Zhou JiangH-Index: 11
Last. Ingrid NielsenH-Index: 18
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#1Rosalia Diaz‐Carrion (University of Seville)
#2Macarena López-Fernández (UCA: University of Cádiz)H-Index: 8
Last. Pedro M. Romero-Fernández (UCA: University of Cádiz)H-Index: 9
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#1Niall Cullinane (Queen's University)H-Index: 8
#2Eugene Hickland (National University of Ireland, Galway)H-Index: 4
Last. Jimmy Donaghey (UniSA: University of South Australia)
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#1Douglas J. Cumming (FAU: Florida Atlantic University)H-Index: 45
#2Geoffrey Wood (UWO: University of Western Ontario)H-Index: 28
Last. Shaker A. Zahra (UMN: University of Minnesota)H-Index: 84
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#1Kay Greasley (Lancaster University)H-Index: 9
Last. Pete Thomas (Lancaster University)H-Index: 6
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The development of HR analytics, the growing dominance of positivistic approaches in academic HRM, and the increasing influence of evidence-based approaches on HR represent a convergence of contextual factors that have the potential to influence HR practice significantly. In this context, we examine how the HR analytics ‘project’ may unfold based on a reflective analysis of a number of data-rich wellbeing projects and empirical evaluations. We focus on the ways in which participants may become e...
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#1Thomas N. Garavan (Edinburgh Napier University)H-Index: 36
#2Alma McCarthy (National University of Ireland, Galway)H-Index: 14
Last. Ronan Carbery (UCC: University College Cork)H-Index: 14
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#1Mario SilicH-Index: 9
#2Giacomo MarziH-Index: 4
Last. P.M. Bal (IBS: International Business School, Germany)H-Index: 23
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The pressures associated with the speed of competition, including the digitalization of workspaces, are increasing the need for modern organizations to drive employee satisfaction and engagement. Integrating gamification into the workplace has been identified as a possible strategy to promote employee participation, engagement, and loyalty. Gamification is defined as the application of game design elements in a non-game context, which, in this case, is the workplace. This article presents a 12-m...
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