TY - JOUR U1 - Zeitschriftenartikel, wissenschaftlich - begutachtet (reviewed) A1 - Kneip, Petra A1 - O‘Mahony, Niamh A1 - Schütz, Tobias T1 - Attraktiver Arbeitgeber für die Generation Y auch ohne „schicke“ Produkte JF - Personal quarterly : Wissenschaftsjournal für die Personalpraxis N2 - Forschungsfrage: Wie können sich Unternehmen als attraktive Arbeitgeber positionieren, wenn sie bei jungen Bewerbern der Generation Y kaum bekannt sind und ihre Produkte als wenig attraktiv wahrgenommen werden? Methodik: Szenariostudie mit Daten aus einer schriftlichen Befragung Praktische Implikationen: Solche Unternehmen sollten auf die Nutzenversprechen einer Employer Brand setzen, um sich als attraktiver Arbeitgeber für diese Zielgruppe zu positionieren. Voraussetzung dafür ist eine auf die Zielgruppe abgestimmte und präzise Kommunikation über die relevanten Attraktivitätsmerkmale. N2 - Research question: How can companies position themselves as attractive employers if they are little known to young applicants and their products are considered unattractive by this target group? Methodology: Scenario study using data from a written questionnaire Practical implications: Such companies should leverage the value proposition of their Employer Brand to position themselves as more attractive employers for this target group. Prerequisites: precise and credible target group-specific communication conveying their relevant employment characteristics of attractiveness. Y1 - 2019 IS - 1 SP - 38 EP - 45 S1 - 8 PB - Haufe-Lexware CY - Freiburg ER - TY - JOUR U1 - Zeitschriftenartikel, wissenschaftlich - begutachtet (reviewed) A1 - Göddeke, Anna A1 - Kneip, Petra T1 - Begriffe, die man kennen muss - Monopson JF - Das Wirtschaftsstudium : wisu Y1 - 2019 VL - 48 IS - 1 SP - 51 S1 - 1 PB - Lange CY - Düsseldorf ER - TY - JOUR U1 - Zeitschriftenartikel, wissenschaftlich - begutachtet (reviewed) A1 - Kneip, Petra T1 - Candidate experience JF - Das Wirtschaftsstudium : wisu ; Zeitschrift für Ausbildung, Prüfung, Berufseinstieg und Fortbildung Y1 - 2019 VL - 48 IS - 5 SP - 553 EP - 555 S1 - 3 PB - Lange CY - Düsseldorf ER - TY - CHAP U1 - Buchbeitrag A1 - Grünewald, Hazel A1 - Kneip, Petra A1 - Kozica, Arjan ED - Kenon, Vanessa Hammler T1 - The use of gamification in workplace learning to encourage employee motivation and engagement T2 - The Wiley handbook of global workplace learning N2 - When we think about playing a game, be it a card game, board game, sport, or video game, we generally associate the act of playing with a positive experience like having fun, enjoying the interaction with others, or feeling a greater motivation to reach a certain goal. By contrast, workplace learning is often perceived as being dull. Employees are likely at some point in their career to find themselves stuck in a rigidly defined seminar for a long period of time or in front of their computer navigating through a mandatory e-learning course on a dry topic such as standards of business conduct of safety policies. In recent years, organizations have tried to leverage the motivating quality of games for more serious learning contexts. Gamification entails transferring those elements and principles from games to nongaming context that improve user experience and engagement. In this chapter, we will specifically focus on the context of workplace learning. Y1 - 2019 SP - 557 EP - 575 S1 - 19 PB - Wiley Blackwell CY - Hoboken, NJ ER -