Purpose: The digital native (DN), a new type of employee, has reshaped the ways of corporate training. This DN wants meaningful play in game engagement instead of receiving a passive message from the employers. Meanwhile, the platforms of serious games had been changing from television to mobile, and currently moving to the immersive platforms. This paper aims to deepen the understanding of employees’ satisfaction, perception and expectation towards the use of serious games for training in business practices. Design/methodology/approach: A quantitative survey with a 20-item questionnaire and a serious game have been used for collecting 57 DN’s opinions on the five significant features, and they are visualization, enjoyment, interactivity, immersion and communication. Findings: The results found a significant gap between DN’s expectation and perception. Originality/value: Researcher suggests that employers should consider the application of a friendly interaction design and cognitive control system in creating serious games for training design.
- Digital natives
- Employee training
- Organizational learning
- Serious games
ASJC Scopus subject areas
- Organizational Behavior and Human Resource Management
- Library and Information Sciences