Öz
This research was conducted to understand whether there is a difference in the perception of the success of gamification implementations in recruitment, training and performance management, and career management processes in the banking sector. First of all, interviews were carried out with 7 authorities of 6 private banks which apply gamification. According to the information obtained from the interviews, banks use gamification in the recruitment process to attract interest as momentary and evaluate candidates, and increase and reinforce the knowledge of the employees with practices which takes approximately 30 minutes in the training process. In the performance management process, mostly gamification is used in 3-6 months periods, in order to increase the employees’ performance. In the career management process, gamification is applied to talent management to retain employees, when a branch or unit change is made, or in leadership academies. In the research, the use of gamification in the process of recruitment and training processes was defined as the first group owing to it yielded applied in the short term; in performance and career management has been defined as the second group, as it appears to applied in the longer term. “Gameful Experience in Gamification Scale(GAMEX)” was applied to 345 employees from two determined groups. The results show that it is seen that gamification implementations use in performance management and career management processes have a higher perception of creative thinking and activation factor than gamification implementations use in recruitment and training processes.