A Systematic Review of Coaching Generation Z Employees with Emphasis on Gamification Requirements

Authors

    Mahshid Firoozbakht Department of Public Administration, NT.C., Islamic Azad University, Tehran, Iran
    Azadeh Ashrafi * Department of Public Administration, NT.C., Islamic Azad University, Tehran, Iran dr_ashrafi@iau.ac.ir
    Mansoureh Hajhosseini Department of Educational Psychology, Tehran University, Tehran, Iran
    Nader Sheikholeslami Kandelousi Department of Public Administration, NT.C., Islamic Azad University, Tehran, Iran

Keywords:

Systematic review, organizational coaching, gamification, Generation Z, requirements

Abstract

This study aimed to identify, analyze, and classify the gamification requirements necessary for designing a coaching model aligned with the characteristics, expectations, and learning preferences of Generation Z employees. This applied study employed a systematic review design. Relevant Persian- and English-language studies addressing organizational coaching, gamification, and Generation Z were searched in Scopus, Web of Science, and PubMed. The search period covered 2021–2024 for English-language sources and 2020–2024 for Persian-language sources. The initial search identified 265 articles. Following duplicate removal, title and abstract screening, full-text assessment, and methodological quality appraisal using a 12-item checklist, 33 eligible studies were included in the final synthesis. Data were extracted using a structured checklist and analyzed through qualitative content analysis. The identified requirements were coded, compared, and organized into broader conceptual categories. Researcher self-review and supervisory review were used to enhance the credibility and consistency of the analytical process. The synthesis identified five principal categories of gamification requirements for coaching Generation Z employees: motivational and reward requirements, technological and digital requirements, interactive and participatory requirements, content and learning requirements, and cultural and organizational requirements. Motivational and reward requirements were the most frequently reported category, appearing in 91% of the included studies and encompassing points, badges, tangible and intangible rewards, and progressive achievement levels. Technological and digital requirements were reported in 85% of studies, followed by interactive and participatory requirements in 79%, content and learning requirements in 73%, and cultural and organizational requirements in 67%. The findings indicate that effective gamified coaching depends not only on reward mechanisms but also on mobile accessibility, interactive platforms, immediate feedback, personalized learning pathways, experiential scenarios, transparent rules, continuous-learning cultures, and senior management support. Effective gamified coaching for Generation Z requires the balanced integration of motivational, technological, interactive, instructional, and organizational components. The proposed framework can guide human resource managers and instructional designers in developing engaging coaching programs that enhance the learning, motivation, retention, and job performance of Generation Z employees.

Downloads

Download data is not yet available.

References

1. Wandhe DP. The new generation: Understanding Millennials and Gen Z. 2024.

2. Mazaheri Foroushani E, editor Challenges of designing a curriculum for Generation Z. Second International Conference on Sociology, Social Sciences, and Education with a Future-Oriented Approach; 2024; Bushehr.

3. Mantha MS, Krishna PV. A literature review of learning preferences, motivational factors and training needs among different generations of Baby Boomers, Gen X, Gen Y and Gen Z students and professionals. 2023.

4. Mahdavi T, Shojaei S, Damghani Mirmahaleh M, editors. Presenting a job embeddedness model with emphasis on Generation Z in Bank Melli Iran. Third International Conference and Sixth National Conference on Management, Psychology, and Behavioral Sciences; 2024; Tehran.

5. Pandita D, Agarwal Y, Vapiwala F. Fostering the sustainability of organizational learning: Reviewing the role of Gen-Z employees. Industrial and Commercial Training. 2023;55(3):375-87. doi: 10.1108/ICT-09-2022-0064.

6. Wang S. Workplace coaching: A meta-analysis and future research agenda. Journal of Organizational Behavior. 2023.

7. Alves J, Figueiredo PCN. The influence of coaching competences on the commitment and development of leaders in organizations. Navigating the Coaching and Leadership Landscape: Strategies and Insights for Success: IGI Global; 2024. p. 58-77.

8. Azar M, Karimi F, Nadi MA. Presenting an organizational coaching style model with a humanistic approach for managers of Islamic Azad University. Islamic Lifestyle Centered on Health. 2022;6(3):166-74.

9. Kashani P, Shaemi Barzaki A, Teymouri H. Designing and evaluating a workplace coaching model: A case study of Mobarakeh Steel Company, Isfahan. Public Management Research. 2023;16(60):135-62.

10. Rafti M, Mousakhani M, Zabihi MR, Ghorbani M. Designing an organizational coaching model in public organizations with an organizational soft productivity approach. Productivity Management. 2021;15(1):77-106.

11. Maddahi N, Zamani-Moghadam A, Jafari P. Presenting a model for developing coaching competencies of education managers in the 22 districts of Tehran Municipality. Human Resource Education and Development. 2022;9(35):214-40.

12. Gharloghi S, Khorasani A, Shams-Morkani G, Gholichli B. Identifying key success factors of coaching in organizations using a meta-synthesis approach: Presenting a model. Human Resource Education and Development. 2020;7(26):74-99.

13. Gavin J, Bernardi NF. Are certain types of coaching more beneficial within different organizational cultures? The coach's perspective. International Journal of Evidence Based Coaching and Mentoring. 2023;21(1):50-66.

14. Susanto PC, Simarmata J, Febrian WD, Sulistyowati A, Wahdiniawati SA, Suryawan RF. Analysis of coaching, organizational culture, and performance appraisal of employee productivity in high school: Literature review. Dinasti International Journal of Education Management and Social Science. 2023;5(2):83-91.

15. Latip SNNA, Tamrin M, Harun NA. Gamification in the workplace: A conceptual paper. International Journal of Academic Research in Business and Social Sciences. 2023;13(4):56-67. doi: 10.6007/IJARBSS/v13-i7/17401.

16. Pandey P, Menezes J, Pandey A. Gamification in HR practices: A pathway to sustainable transformation. Disruptive Artificial Intelligence and Sustainable Human Resource Management: River Publishers; 2023. p. 209-31.

17. Habib SED, Noureldin A, Aboueldahab M, AbouSheashaa A, Abaker MG, Fakhfakh A. The Power of Gamification in HRM: Exploring the Link Between Employee Resilience and Work Engagement in Saudi Arabia. JLSDGR. 2025;5(3):e05565. doi: 10.47172/2965-730x.sdgsreview.v5.n03.pe05565.

18. Liu H, Gao J. The Impact of Work Gamification on Chinese Employee Creativity: A Moderated Mediation Model. Frontiers in Psychology. 2025;16. doi: 10.3389/fpsyg.2025.1494789.

19. Dehghanzadeh H, Dehghanzadeh H. Examining the effects of gamification-based learning in English: A systematic review. Journal of English Language Teaching and Learning Studies. 2022;25(1):45-60.

20. Saleem A, Mirza B. Gamification in higher education: A literature review. Pakistan Social Sciences Review. 2024;8(1):188-95. doi: 10.35484/pssr.2024(8-I)17.

21. Ruiz-Navas S, Ackaradejraungsri P, Dijk S, editors. Are there literature reviews about gamification to foster inclusive teaching? A scoping review of gamification literature reviews. Frontiers in Education; 2024: Frontiers Media SA.

22. Zhu XY, Chiou SC. Explore the framework construction of gamification applied to basic design teaching. EcoDesign for Sustainable Products, Services and Social Systems I: Springer Nature Singapore; 2024. p. 45-58.

23. Fernando PA, Premadasa HS. Use of gamification and game-based learning in educating Generation Alpha: A systematic literature review. Educational Technology & Society. 2024;27(2):114-32.

24. Shafiei Sarvestani M, Mirani Sargazi N, Hafezi A, Jami M, Mirgol A. Explaining the Role of Gamification in Developing Creative Thinking Skills and Research Tendencies in Virtual Education among Medical Sciences Students in Yazd during the Post-Corona Period. Jundishapur Education Development Journal. 2025;16(1):26-38.

25. Caserman P, Baumgartner KA, Göbel S, Korn O. A best practice for gamification in large companies: An extensive study focusing inter-generational acceptance. Multimedia Tools and Applications. 2023:1-21. doi: 10.1007/s11042-023-16877-7.

26. Saxena M, Mishra DK. Gamification and Gen Z in higher education: A systematic review of literature. International Journal of Information and Communication Technology Education. 2021;17(4):1-22. doi: 10.4018/IJICTE.20211001.oa10.

27. Conlin RP, Santana S. Using gamification techniques to enable Generation Z's propensity to do good. Journal of Nonprofit & Public Sector Marketing. 2022;34(5):553-71. doi: 10.1080/10495142.2021.1941498.

28. Dangle N, Bagga S. Employee engagement through gamification in multigenerational workforce: A study on Gen X, Gen Y, and Gen Z in textile manufacturing sector. Journal of Namibian Studies: History Politics Culture. 2023;36:869-88.

29. Stylos N, Vassiliadis CA. Gamification design: Toward developing image perception scales for Generation Z consumers. International Journal of Contemporary Hospitality Management. 2023. doi: 10.1108/IJCHM-12-2022-1616.

30. Stylos N, Vassiliadis CA. Gamification Design: Toward Developing Image Perception Scales for Generation Z Consumers. International Journal of Contemporary Hospitality Management. 2025;37(5):1516-33. doi: 10.1108/IJCHM-12-2022-1616.

31. Wang K. The consumption values of Gen Z and Gen X for mobile banking services and the role of gamification to increase users' motivation and intention to facilitate the adoption of mobile apps. 2023.

32. Varghese J, Deepa R. Gamification as an effective employer branding strategy for Gen Z. NHRD Network Journal. 2023;16(3):269-79. doi: 10.1177/26314541231170438.

33. Tanner A, Preiksaitis M. Perspectives of learning and training practitioners on gamification. CORALS' Journal of Applied Research. 2023;1(1). doi: 10.58593/cjar.v1i1.12.

34. Pringle TA. A qualitative general descriptive study examining perceptions of the role of engagement tools in the training and transfer of knowledge among multiple generations in corporate training: Northcentral University; 2023.

35. Mohanty S. The gamified effect: A study of the role of gamification as a training method and the mediation influence of green organization culture in increasing organizational environmental citizenship. European Economic Letters. 2023;13(1s):241-56.

36. Perkins JE. Gamification: Athletic coaching vs. executive coaching. Navigating the Coaching and Leadership Landscape: Strategies and Insights for Success: IGI Global; 2024. p. 96-118.

37. Badiei F, Mehrani H, Didekhani H, Samiei R. Designing a gamification model for managing Generation Y customer experience. Consumer Behavior Studies. 2021;8(2):48-73.

Downloads

Published

2027-01-21

Submitted

2026-04-13

Revised

2026-07-08

Accepted

2026-07-16

Issue

Section

مقالات

How to Cite

Firoozbakht , M. ., Ashrafi , A. ., Hajhosseini, M., & Sheikholeslami Kandelousi , N. . (1405). A Systematic Review of Coaching Generation Z Employees with Emphasis on Gamification Requirements. Journal of Study and Innovation in Education and Development, 1-28. https://jsied.org/index.php/jsied/article/view/565

Similar Articles

1-10 of 136

You may also start an advanced similarity search for this article.