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The Fundamental Role of Workplace Fun in Applicant Attraction

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The Fundamental Role of Workplace Fun in Applicant Attraction


Michael J. Tews, John W. Michel and Albert Bartlett
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DOI: 10.1177/1548051811431828

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DOI: 10.1177/1548051811431828
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Michael J. Tews1, John W. Michel2, and Albert Bartlett1

Abstract
The present study extended previous research on fun in the workplace by examining the influence of workplace fun in
the context of applicant attraction. Specifically, this research examined the impact of workplace fun relative to other key
predictors of applicant attraction. Furthermore, this research examined the impact of different sources of workplace
fun—fun coworker interactions, fun job responsibilities, and formal fun activities. With a sample of collegiate job seekers,
the results demonstrated that workplace fun was a stronger predictor of applicant attraction than compensation and
opportunities for advancement. Moreover, the results demonstrated that fun coworker interactions and fun job
responsibilities were stronger predictors of applicant attraction than formal fun activities.

Keywords
workplace fun, applicant attraction, recruiting

In today’s competitive business environment, organizations is workplace fun. Workplace fun generally refers to “any
continue to emphasize the deployment of human capital social, interpersonal, or task activities at work of a play-
as a key source of competitive advantage (Ployhart & ful or humorous nature which provide an individual with
Moliterno, 2011). As a fundamental first step toward ensur- amusement, enjoyment, or pleasure” (Fluegge, 2008, p. 5).
ing a productive workforce, attracting high-quality applicants A growing body of empirical research has demonstrated
is important. In the absence of a highly qualified applicant that workplace fun may have positive outcomes for organi-
pool from which to select potential employees, job vacan- zations, yet research on workplace fun in a recruiting con-
cies may be left unfilled, selection standards may be com- text has been limited. Perceptions of workplace fun may be
promised, more time and resources may need to be allocated particularly important with respect to applicant attraction as
toward training, and job and organizational performance individuals may not want “all work and no play” and seek
may ultimately suffer. Conversely, drawing from a highly intrinsic satisfaction in addition to tangible rewards through
qualified applicant pool provides the foundation for an their work. As such, individuals’ perceptions of workplace
effective human resource management system and effective fun represent a potentially strong predictor of applicant
organizational performance. As such, it is important for attraction.
organizations to find ways to attract the best and the bright- The goals of the present study are twofold. The first goal
est applicants in hopes of winning the war for talent. is to examine the impact of workplace fun relative to other
Previous research has demonstrated that individuals key predictors of applicant attraction. The second goal is to
largely make job choice decisions based on their percep- examine the impact of different sources of workplace fun
tions of job and vacancy characteristics (Behling, Labovitz, on applicant attraction. Workplace fun is a multifaceted
& Gainer, 1968; Chapman, Uggerslev, Carroll, Piasentin, & construct, and some aspects of fun may have a stronger
Jones, 2005). These perceptions may relate to the specific impact on applicant attraction than others. Specifically,
job or the organization as a whole (Chapman et al., 2005). this research will assess the impact of fun coworker
In particular, Chapman et al. (2005) demonstrated that interactions, fun job responsibilities, and formal fun
compensation, opportunities for advancement, the type of
work, the work environment, and organizational image 1
The Pennsylvania State University, University Park, PA, USA
2
were among the strongest predictors in their meta-analysis Towson University, Towson, MD, USA
on the antecedents of applicant attraction to jobs and
Corresponding Author:
organizations. Michael J. Tews, School of Hospitality Management, 121 Mateer Building,
One underresearched job and organizational characteris- The Pennsylvania State University, University Park, PA 16802, USA
tic that may have a significant impact on applicant attraction Email: mjt17@psu.edu
106 Journal of Leadership & Organizational Studies 19(1)

activities. These issues will be examined with a sample of opportunities to individuals. Of the 10 items that were
collegiate job seekers, mostly Millennials, who may partic- ranked, “interesting work” and “helping others” were the
ularly value fun when making job choice decisions. The two most highly rated items. However, “a fun workplace”
results from this study will help validate the importance of was the second to last lowest rated item. Furthermore, “the
fun in the workplace in a recruiting context and provide guid- opportunity to socialize,” which can be subsumed within
ance for marketing job vacancies to prospective employees. the workplace fun construct, was the lowest rated item.
Despite the low ranking for fun, Karl et al. argued that fun
could still be used to attract individuals to volunteer oppor-
Research on Workplace Fun tunities. One possible reason noted by the authors is that
Fun in the workplace has long been promoted as a key self-report ratings are susceptible to social desirability
mechanism for enhancing organizational effectiveness. The bias. As such, the volunteers may have underestimated the
roots of the modern workplace fun movement can be found importance of fun in volunteer activities. Furthermore, fun
in the writings of Peters and Waterman (1982) and Deal may be more important in less altruistic organizational con-
and Kennedy (1982), who encouraged managers to develop texts as compared with a volunteer environment.
corporate cultures that promoted play, humor, and fun.
More recently, in popular press publications the philosophy
of fun at work has been promoted widely as a key ingredi- The Present Study
ent for energized and productive work environments Given that fun has been demonstrated to affect other favor-
(Lundin, Paul, & Christensen, 2000). In fact, a number of able workplace outcomes, fun likely has a positive impact
organizations, such as Pike Place Fish Market, Google, on applicant attraction to jobs and organizations. That said,
IBM, and Southwest Airlines, have incorporated fun into research is necessary to empirically assess the impact of
their corporate cultures (Collinson, 2002; Karl, Peluchette, perceptions of workplace fun in an applicant attraction
Hall, & Harland, 2005; Sunoo, 1995). It has been argued context. Research is also necessary to determine what
that fun may affect a host of favorable organizational out- aspects of fun most strongly affect applicant attraction.
comes, such as higher job satisfaction, employee morale, Thus, in addition to examining the impact of fun in general,
pride in work, creativity, customer service, and retention, as the present study will examine the relative impact of three
well as reduced tardiness, absenteeism, anxiety, and burn- aspects of workplace fun—fun coworker interactions, fun
out (Abner, 1997; Abramis, 1989; Lundin et al., 2000). job responsibilities, and formal fun activities.
A small but growing body of empirical research provides The environment processing and interactionalist models
support for the popular claim that fun has positive outcomes are two dominant metatheories of applicant attraction
for organizations. For example, McDowell (2004) provided (Ehrhart & Ziegert, 2005) that can be used to explain the
evidence that fun is positively related to job satisfaction and potential influence of workplace fun on applicant attrac-
affective organizational commitment and negatively related tion. According to the environment processing perspective,
to turnover intentions. Karl and Peluchette (2006a) found applicants search for information about various characteris-
that fun was positively related to job satisfaction and neg- tics about the work environment (e.g., organizational poli-
atively related to emotional exhaustion. Similarly, Karl, cies, coworker characteristics, and benefits) throughout the
Peluchette, and Harland (2007) demonstrated that fun was recruiting process. They then use such perceptions of the
positively related to job satisfaction, as well as negatively work environment as signals to determine how well they
related to emotional exhaustion and emotional dissonance. believe they will fit with the organization and make job
Karl and Peluchette (2006b) found that fun was positively choice decisions accordingly (Turban, 2001). Similarly,
related to job satisfaction and employees’ perceptions of the interactionist perspective suggests that applicants are
customer service quality, and Karl, Peluchette, and Hall attracted to organizations when they perceive a fit between
(2008) demonstrated that fun was positively related to job their needs and values and those espoused by the organiza-
satisfaction and negatively related to turnover intentions. tion (Kristof-Brown, Zimmerman, & Johnson, 2005). The
Finally, Fluegge (2008) found that fun was positively interactionist perspective is founded in the similarity-attraction
related to work engagement, positive affect, task perfor- paradigm, which suggests that applicants are more attracted
mance, creative performance, and organizational citizen- to organizations when specific organizational characteris-
ship behavior. tics match their own (Schneider, Goldstein, & Smith, 1995).
Karl et al.’s (2008) research represents the one extant As such, the applicants are more attracted to an organiza-
study that discussed workplace fun in a recruiting context. tion when it provides something important that the appli-
Karl et al. had the volunteers in their study rank order the cant wants or needs (Ehrhart & Ziegert, 2005). The
importance of various job and organizational characteris- common element between these two perspectives is that
tics. The authors argued that the resulting rankings could individuals seek out work environments where they per-
be used to determine how best to market volunteer ceive the best fit.
Tews et al. 107

Workplace fun may meet individuals’ needs and values Based on the arguments above, two hypotheses are pro-
in several respects, and therefore, perceptions of workplace posed. First, workplace fun will have a positive impact on
fun may have a significant impact on applicant attraction. applicant attraction. Second, workplace fun will have a
Certainly one of the primary reasons why individuals work stronger impact on applicant attraction than other key pre-
is for the compensation and benefits that a paycheck pro- dictors of applicant attraction, namely, compensation and
vides (Williams, McDaniel, & Nguyen, 2006). That said, opportunities for advancement (Chapman et al., 2005).
individuals work for more than just a paycheck and seek Although compensation and opportunities for advancement
intrinsic satisfaction, enjoyment in their work, and qual- likely influence applicant attraction, workplace fun is argued
ity relationships with others (Grant & Parker, 2009). to have a stronger impact given the high priority placed on
Accordingly, perceptions of workplace fun may affect appli- fun among Millennials.
cant attraction given the large portion of time individuals
spend on the job. Given the vast amount of time spent on the Hypothesis 1: Workplace fun will have a positive
job, clearly individuals would prefer the experience to be impact on applicant attraction.
enjoyable and to “have fun.” Fun may be particularly rele- Hypothesis 2: Workplace fun will have a stronger
vant during difficult economic times such as these, where positive impact on applicant attraction than com-
employees are being asked to do more for less (White, pensation and opportunities for advancement.
2008). Similarly, given the significant amount of stress often
experienced by individuals in today’s workplace (Podsakoff, Heretofore, fun has been discussed in general terms. It
LePine, & LePine, 2007), perceptions of workplace fun may should be emphasized, however, that fun is a multidimen-
signal a higher quality of work life and thus enhance appli- sional construct that has been operationalized differently
cant attraction during the recruiting process. across studies. Ford, McLaughlin, and Newstrom (2003),
Workplace fun may be particularly important for Karl et al. (2005), Karl et al. (2008), and Peluchette and Karl
younger job seekers, the job seekers that are the focus of (2005) focused on formal fun activities, such as contests,
the present study. In one respect, workplace fun may be gift exchanges, games, awards, sharing food and refresh-
important for younger job seekers in general. Erikson’s ments, and company-wide outings. Karl and Peluchette
(1968) lifespan theory suggests that young adults particu- (2006a), Karl and Peluchette (2006b), Karl et al. (2007),
larly value the development of friendships and socializa- and Peluchette and Karl (2005) focused on experienced fun,
tion as they establish their adult identities. The workplace which reflects whether individuals actually experience fun
may provide younger individuals with sources of friend- on the job. Sample items from the scale used in these stud-
ship and socialization. Thus, to the extent that friend- ies include “This is a fun place to work” and “We laugh
ships and socialization can be construed as workplace a lot at my workplace.” Finally, Fluegge (2008) and
fun, fun may be particularly important for younger job McDowell (2004) conceptualized fun as a multidimen-
seekers. Moreover, workplace fun may be particularly sional construct, encompassing socializing, celebrating,
important for younger workers today, namely, the personal freedoms, and global fun. Socializing reflects fun
Millennials, the generational cohort of those individuals interactions with others at work, celebrating includes for-
born in 1980 onwards (Parker & Chusmir, 1990; Wey mal fun activities, personal freedoms represent freedom to
Smola & Sutton, 2002). Such individuals grew up in a have fun on the job, and global fun reflects whether the
period of relative prosperity, have experienced rela- workplace in general is a fun place to work. It should be
tively comfortable lifestyles, and were raised by highly noted that while Fluegge (2008) and McDowell (2004)
involved parents (Raines, 2003). In the workplace, the conceptualized fun as encompassing different dimensions,
Millennials desire a work–life balance that will allow the dimensions were aggregated into an overall construct in
them to balance play with work (Carless & Wintle, 2007; their studies.
Cennamo & Gardner, 2008; Loughlin & Barling, 2001; Notwithstanding the validity of previous research and
Wey Smola & Sutton, 2002; Zemke, Raines, & Filipczak., focusing on fun as an aggregate construct, we contend it is
1999), and they value close personal relationships over a necessary to examine the impact of different aspects of fun
career per se (Raines, 2003). It has been argued that the on applicant attraction. Focusing on different aspects of fun
Millennials prefer work environments that emphasize will help delineate what matters most for applicants. Three
freedom, status, and social involvement, and they may be aspects of workplace fun will serve as the focus of the pres-
prepared to leave the organization if these needs are not ent study—formal fun activities, fun coworker interactions,
met (Crumpacker & Crumpacker, 2007; Dries, Pepermans, and fun–job responsibilities. Formal fun activities include
& De Kerpel, 2008; Loughlin & Barling, 2001; Wey Smola parties and picnics, theme days at work, and company out-
& Sutton, 2002). As such, workplace fun may be particu- ings. Such activities have been a common focus of popu-
larly important to younger job seekers with respect to larized accounts of fun at work and several empirical
attraction to jobs and organizations. investigations. Because coworkers are central to most
108 Journal of Leadership & Organizational Studies 19(1)

employees’ experiences on the job (Chiaburu & Harrison, participants read each scenario and then answered a series
2008), fun coworker interactions are examined herein. Fun of questions related to applicant attraction.
coworker interactions are characterized as being friendly,
outgoing, and socializing with each other. Finally, fun job
responsibilities are included in the current framework as the Scenario 1—Fun, Compensation,
job reflects the core of the applicants’ potential work. These and Opportunities for Advancement
are characterized as those that are personally enjoyable, The participants were presented with a recruiting advertise-
meaningful, and a solid fit with one’s personal interests. ment for a management trainee position for a fictitious
While all three dimensions may have a significant posi- organization to assess the overall impact of fun on applicant
tive impact on applicant attraction, some dimensions of fun attraction and its impact relative to compensation and
may have a stronger influence than others. Specifically, we opportunities for advancement. The participants were ran-
argue that fun formal activities will be less important than domly assigned to read and evaluate one of eight different
fun coworker interactions and fun job responsibilities. As advertisements. The eight advertisements were created fol-
noted above, formal fun activities have been the focus of lowing a 2 × 2 × 2 experimental design in which a fun–work
much of the popular fun literature and several empirical environment was present or not, competitive compensation
investigations. The popular press has advocated implement- was present or not, and extensive opportunities for advance-
ing a variety of ways to create a fun work climate, and the ment was present or not. The advertisements included a
empirical investigations in this area have largely focused on favorable description or the absence of a favorable descrip-
which activities are actually considered fun and which are tion of the three variables, rather than presenting either a
not. With respect to applicant attraction, formal fun activi- favorable or unfavorable description, because organizations
ties may not necessarily have the strongest impact because likely omit an unfavorable description in their formal
they are by definition “formal activities.” While they may recruiting materials. After reading the advertisement, the
be perceived as enjoyable, formal activities do not necessar- participants responded to a series of questions regard-
ily permeate the day-to-day experiences for employees. As ing their attraction to the job and the organization.
such, formal fun activities may have less of an influence on Approximately 47 individuals were assigned to each sce-
applicant attraction than other aspects of workplace fun. In nario. The descriptions of the three variables are presented
contrast, fun coworker interactions and fun job responsibili- in Appendix A.
ties are believed to have a stronger impact. Simply put, Manipulation check. The goal of the first scenario was to
because coworker interactions and one’s job responsibili- determine the relative impact of high levels of fun, compen-
ties are constant and regular features of one’s experiences, sation, and opportunities for advancement on applicant
they likely have a greater opportunity to affect one’s expe- attraction. Thus, prior to presenting the scenarios to the par-
rienced fun at work. Accordingly, fun coworker interac- ticipants, a manipulation check was conducted to verify that
tions and fun job responsibilities are argued to have a the descriptions of the variables were perceived as rela-
stronger impact on applicant attraction than formal fun tively high and that the perceptions of the descriptions were
activities. approximately equivalent. Thirty-two industrial and organi-
zational psychology graduate students rated the extent to
Hypothesis 3: Fun coworker interactions will have which they agreed that each description was favorable with
a stronger positive impact on applicant attraction a 5-point scale with anchors ranging from 1 = strongly dis-
than will formal fun activities. agree to 5 = strongly agree. The mean ratings for the fun,
Hypothesis 4: Fun job responsibilities will have a compensation, and opportunities for advancement were 4.44,
stronger positive impact on applicant attraction than 4.53, and 4.34, respectively. These ratings were relatively
will formal fun activities. high, as they were all more than 4.00. There were no signifi-
cant differences in the ratings for the three descriptions.
Dependent variables. Three variables were used to assess
Method applicant attraction—perceived fun, perceived person–
Sample and Procedure organization fit, and job pursuit intentions. Three items,
developed specifically for this study, were used to assess
The sample for this research included 374 undergraduate perceived fun. A sample item includes “This would be a fun
students from two large universities who were in their final place to work.” The participants responded using a 5-point
semester of school and actively seeking full-time employ- scale ranging from 1 = strongly disagree to 5 = strongly
ment upon graduation. The sample was 56% female and 77% agree. Three items from Cable and Judge (1996) were used
Caucasian. The average age was 22 years. The job seekers were to assess perceived person–organization fit. A sample item
presented with two different written recruiting scenarios to includes “To what extent do you feel your values fit this
assess the impact of fun and the other variables on attraction. The organization?” The participants responded using a 5-point
Tews et al. 109

scale ranging from 1 = not at all to 5 = completely. Saks, 5 = strongly agree. The internal consistency reliability esti-
Leck, and Saunders’s (1995) two-item scale was used to mates for the perceived fun, perceived person–organization
measure job pursuit intentions. A sample item includes “If fit, and offer acceptance intentions scales were .91, .91, and
this organization invited me for an on-site interview, I .72, respectively.
would definitely go.” The participants responded using a
5-point scale ranging from 1 = strongly disagree to 5 =
strongly agree. The internal consistency reliability esti- Analytic Strategy
mates for the perceived fun, perceived person–organiza- Multiple regression was used to test the impact of the inde-
tion fit, and job pursuit intentions scales were .86, .87, and pendent variables on the dependent variables. For Scenario
.94, respectively. 1, each of the dependent variables was regressed on the
recruiting advertisement descriptions. The presence of
descriptions of fun, compensation, or opportunities for
Scenario 2—Dimensions of Workplace Fun advancement was coded 1, and the absence of such a
To examine the impact of different aspects of workplace description was coded 0. For Scenario 2, each of the depen-
fun (i.e., fun coworker interactions, fun job responsibilities, dent variables was regressed on the three dimensions of
and formal fun activities), the participants evaluated sce- workplace fun. The presence of a high fun description of job
narios that described various events that transpired during responsibilities, coworker interactions, or formal fun activi-
an on-site job interview for a desirable management trainee ties was coded 1, and the presence of a low fun description
position. The participants were randomly assigned to read was coded 0. Paternoster, Brame, Mazerolle, and Piquero’s
and evaluate one of eight different scenarios. The eight (1998) formula for testing the equality of regression coeffi-
scenarios were created following a 2 × 2 × 2 experimental cients was used to assess which of the resulting regression
design in which coworker interactions were presented as coefficients was larger than the other. In the case where one
fun or not fun, job responsibilities were presented as fun or regression coefficient was significant and one was not, the
not fun, and formal fun activities were presented or were significant coefficient was deemed to be larger.
absent. Formal fun activities were presented or not pre-
sented, as opposed to presenting them either as fun or not,
because it was deemed that organizations either generally Results
institute such activities or not. After reading the scenario, Tables 1 and 2 provide the descriptive statistics and correla-
the participants responded to a series of questions regard- tions among the study variables for the first and second
ing their attraction to the job and the organization. scenarios, respectively. Tables 3 and 4 provide the regres-
Approximately 47 individuals were assigned to each sce- sion results for the first and second scenarios, respectively,
nario. The descriptions of the three variables are presented that serve as the basis for examining support for the hypoth-
in Appendix B. eses. The results in Table 3 relate to Hypotheses 1 and 2,
Manipulation check. A manipulation check was conducted and the results in Table 4 relate to Hypotheses 3 and 4. For
with the same individuals as the first scenario. The manipu- the first scenario, the R2 statistics were .26 for perceived
lation check for the second scenario focused on validating fun, .09 for perceived person–organization fit, and .09 for
high and low differences in perceptions of fun for each vari- job pursuit intentions. For the second scenario, the R2 sta-
able. The respondents were presented with the descriptions tistics were .36 for perceived fun, .33 for perceived person–
for the high and low fun conditions for each variable and organization fit, and .19 for offer acceptance intentions.
were asked to indicate the extent to which they agreed that Hypothesis 1, which proposed that workplace fun would
each condition reflected a fun work environment with a have a positive impact on applicant attraction, was sup-
5-point scale ranging from 1 = strongly disagree to 5 = ported for all three dependent outcomes. Workplace fun
strongly agree. The mean differences in the high and low was significantly related to job perceived fun (β = .48, p <
conditions for each variable were statistically significant. .01), perceived person–organization fit (β = .25, p < .01),
Dependent variables. Three variables were used to assess and job pursuit intentions (β = .11, p < .05).
applicant attraction: perceived fun, perceived person–orga- Hypothesis 2 was supported. Workplace fun had a stron-
nization fit, and offer acceptance intentions. The items ger impact on perceived fun than did compensation (t =
described before were used to assess perceived fun and per- 5.77, p < .01) and opportunities for advancement (t = 5.83,
ceived person–organization fit. Two items from Saks et al. p < .01). Furthermore, workplace fun had a stronger impact
(1995) were used to assess offer acceptance intentions. A on perceived person–organization fit than did compensation
sample item includes “If I were offered a job at this organi- (t = 3.14, p < .01) and opportunities for advancement (t =
zation, I would accept it.” The participants indicated the 1.38, p < .10). Finally, workplace fun was also demon-
extent to which they agreed with each statement on a 5-point strated to be a stronger predictor of job pursuit intentions
scale with anchors ranging from 1 = strongly disagree to than compensation and opportunities for advancement
110 Journal of Leadership & Organizational Studies 19(1)

Table 1. Intercorrelations Among Study Variables for Recruiting Advertisement Scenario

M SD 1 2 3 4 5 6 7 8 9
1. Age 22.44 2.93 —  
2. Ethnicitya 0.77 0.42 −.07 —  
3. Genderb 0.56 0.50 −.15** .02 —  
4. Fun message 0.50 0.50 −.05 −.02 .03 —  
5. Compensation message 0.49 0.50 −.07 .01 .03 −.02 —  
6. Opportunities for advancement 0.49 0.50 .05 .02 .11* .01 .03 —  
message
7. Perceived fun 3.64 0.75 −.04 −.04 .07 .48** .11* .12* —  
8. Perceived person–organization fit 3.78 0.68 −.02 −.08 .00 .25** .03 .15** .57** —  
9. Job pursuit intentions 4.08 0.81 .04 −.01 .00 .11* .02 .02 .47** .46** —

NOTE: N = 374.
a. 1 = White, 0 = other.
b. 1 = Female, 0 = male.
*p < .05. **p < .01.

Table 2. Intercorrelations Among Study Variables for On-Site Job Interview Scenario

M SD 1 2 3 4 5 6 7 8 9
1. Age 22.44 2.93 —  
2. Ethnicitya 0.77 0.42 −.07 —  
3. Genderb 0.56 0.50 −.15** .02 —  
4. Fun coworker interactions 0.51 0.50 .05 .03 −.01 —  
5. Fun job responsibilities 0.51 0.50 −.04 −.03 .11* .03 —  
6. Formal fun activities 0.51 0.50 .12* −.05 −.03 .00 .02 —  
7. Perceived fun 3.17 0.93 .08 −.06 −.05 .54** .21** .16** —  
8. Perceived person–organization fit 3.38 0.86 .09* −.03 −.07 .50** .27** .10* .79** —  
9. Offer acceptance intentions 3.46 0.95 −.04 −.07 −.11* .34** .22** .03 .64** .64** —

NOTE: N = 374.
a. 1 = White, 0 = other.
b. 1 = Female, 0 = male.
*p < .05. **p < .01.

Table 3. Regressions of Applicant Attraction Outcomes on Fun, Compensation, and Opportunities for Advancement

Predictor Perceived Fun Perceived Person–Organization Fit Job Pursuit Intentions


Age −.02 −.02 .05
Ethnicitya −.03 −.08 .00
Genderb .04 −.03 .00
Fun description .48** .25** .11*
Compensation description .11* .03 .03
Opportunities for advancement description .11* .15** .02
R2 .26 .09 .02
F 21.43** 6.15** .97

NOTE: N = 374. Standardized regression coefficients are presented.


a. 1 = White, 0 = other.
b. 1 = Female, 0 = male.
*p < .05. **p < .01.
Tews et al. 111

Table 4. Regressions of Applicant Attraction Outcomes on Dimensions of Workplace Fun

Predictor Perceived Fun Perceived Person–Organization Fit Offer Acceptance Intentions


Age .04 .05 −.08
Ethnicitya −.06 −.03 −.07
Genderb −.05 −.08* −.14**
Fun coworker interactions .54** .49** .34**
Fun job responsibilities .19** .26** .21**
Formal fun activities .15** .08* .03
R2 .36 .33 .19
F 34.58** 30.08** 14.00**

NOTE: N = 374. Standardized regression coefficients are presented.


a. 1 = White, 0 = other.
b. 1 = Female, 0 = male.
*p < .05. **p < .01.

because the latter two variables were not significant predic- stages of the recruiting process, fun coworker interactions
tors of job pursuit intentions, whereas workplace fun was. and fun job responsibilities had a stronger impact on appli-
Hypothesis 3, which proposed that fun coworker interac- cant attraction than formal fun activities. Thus, fun should
tions would have a stronger positive impact on applicant not necessarily be examined as a unitary construct. Rather,
attraction than would formal fun activities, was supported. research should treat workplace fun as a multidimensional
Fun coworker interactions was a stronger predictor of per- construct in order to more fully understand the workplace
ceived fun than formal fun activities (t = 6.54, p < .01). fun phenomenon.
Furthermore, fun coworker interactions was a stronger pre- The key practical implication of this study is that work-
dictor of perceived person–organization fit than formal fun place fun should be a central focus of recruiting efforts.
activities (t = 6.68, p < .01). Finally, fun coworker interac- Moreover, to the extent brevity is desired in recruiting
tions was a stronger predictor of offer acceptance intentions media, a greater emphasis should be placed on fun relative
than formal fun activities as the regression coefficient for to other job and organization characteristics. Moreover,
formal fun activities was nonsignificant. given that fun coworker interactions and fun job responsi-
Hypothesis 4, which proposed that fun job responsibili- bilities were demonstrated to be more important than for-
ties would have a stronger positive impact on applicant mal fun activities in the context of on-site job interviews,
attraction than would formal fun activities, was partially such aspects of fun should be emphasized by interviewers
supported. There was no significant difference between the during this phase of recruiting. While the results of this
effects of fun job responsibilities and formal fun activities study suggest that fun be a focus of recruiting efforts, such
on perceived fun (t = 0.77, p < .10). However, fun job a focus is not advocated if, in fact, the workplace is not
responsibilities had a stronger impact on perceived person– “fun.” In such instances, management should focus on
organization fit than did formal fun activities (t =2.91, p < means to enhance fun in the workplace and then market job
.01). Furthermore, fun job responsibilities was a stronger vacancies accordingly. If applicants’ prehire perceptions of
predictor of offer acceptance intentions than was formal fun the workplace are not congruent with their subsequent
activities as the regression coefficient for formal fun activi- experiences on the job, they may become dissatisfied and
ties was nonsignificant. ultimately leave the organization (Phillips, 1998).
One limitation of the present study was that the study
participants evaluated hypothetical recruiting advertise-
Discussion ments and hypothetical on-site job interview experiences.
The present study extended previous research on fun in the While research designs such as that employed in the pres-
workplace by examining the impact of fun in an applicant ent study have been used in numerous recruiting studies
attraction recruiting context. Overall, the findings demon- and other studies of decision making in organizational con-
strated that fun is fundamental. The results demonstrated texts (Karren & Barringer, 2002), it would be useful to
that fun does have a positive impact on applicant attrac- conduct additional research using other methodologies to
tion and that fun is more important than compensation and validate the generalizability of the results herein. One
opportunities for advancement when evaluating recruiting approach would be to conduct a field experiment with
advertisements during the early stages of the recruiting actual recruiting advertisements placed in media outlets.
process. Furthermore, the results demonstrated that not all The influence of fun could then be determined by assessing
aspects of workplace fun are valued equally. In the later the quantity and quality of applicants that responded to the
112 Journal of Leadership & Organizational Studies 19(1)

advertisements based on the content. Furthermore, another attraction, and other research has examined the influence of
approach to assess the impact of fun on job offer acceptance fun on a host of other important workplace outcomes. What
would be to have individuals with multiple job offers evalu- remains untested, however, is the impact of fun on employ-
ate the offers based on fun and other job and organizational ees’ actual staying and leaving behavior, thus representing
characteristics. a fruitful area for future inquiry. Specifically, research
A second limitation, which may limit the generalizabil- should examine the impact of different sources of work-
ity of the results to a degree, was using younger job seekers place fun on turnover and retention for different types of
to assess the impact of workplace fun on applicant attrac- employees in different organizational contexts. Moreover,
tion. It was argued throughout that today’s younger job seek- research should examine the impact of fun relative to other
ers (i.e., the Millennials) would particularly value workplace terms and conditions of employment and organizational
fun. Future research is warranted to examine the degree to characteristics.
which older workers also value fun. While Millennials may Workplace fun has long been argued to have a positive
value workplace fun more than older workers, workplace impact on organizational effectiveness, and empirical
fun may nonetheless be important for older individuals. research has begun to validate such claims. The present
Research is warranted to substantiate this claim. Research is study demonstrated that workplace fun has a significant
also necessary to examine the impact of workplace fun on impact on applicant attraction in a recruiting context and
applicant attraction for Millennials in their future job pursuit illustrated that different aspects of fun may be more impor-
endeavors. Such work will help determine the degree of tant than others. Additional research is warranted, however,
temporal stability of the value placed on fun by Millennials. to obtain a fuller understanding of the extent to which fun in
Do Millennials particularly value fun because they are rela- the workplace has favorable organizational outcomes and
tively younger today, or is the value placed on fun relatively under what specific circumstances fun matters most. Such
stable irrespective of their age? work will advance our theoretical knowledge base and
One additional opportunity for future research is exam- serve as a foundation for providing sound prescriptions for
ining the impact of the different sources of workplace fun applied practice.
on applicant attraction in the context of recruiting advertise-
ments. In the present study, fun coworker interactions, fun
job responsibilities, and formal fun activities were described Appendix A
together relative to compensation and opportunities for Descriptions of Recruiting
advancement in the recruiting advertisements. In the on-site Advertisement Variables
job interview scenario, however, the dimensions of work-
place fun were experimentally manipulated separately, and Fun. One of our core values is having fun at work. Every
the different dimensions were demonstrated to have differ- effort is made to match your interests and skills with work
ent relationships with applicant attraction. Similarly, the you find personally enjoyable. We want the work you do to
different dimensions may also have different influences in be meaningful and rewarding. We have a cohesive work
recruiting advertisements. Moreover, some of the dimen- environment where everyone feels welcome and has fun
sions may matter more in the context of recruiting adver- throughout the day. Everyone genuinely enjoys working
tisements than during the on-site job interview process. For with one another and has great time on the job. We host a
example, while formal fun activities were not related to variety of activities to make the workplace fun, including
offer acceptance intentions in the context of the on-site job company parties, theme days at work, athletic teams, and
interview, they may have a stronger impact on initial appli- outings to music, theater, and sports events. We believe that
cant attraction. having fun makes the work you do great!
Another opportunity for future research is examining the
impact of workplace fun on applicant attraction for low- Compensation. For your hard work and effort, we offer a
skill/low-pay job vacancies. While the present study dem- competitive compensation and benefits package, including
onstrated that fun was important for management vacancies, above market base compensation, performance-based
fun may be even more important in the context of low-skill/ bonuses, a generous employer-matching 401(k) retirement
low-pay work given that the other terms and conditions of plan, comprehensive medical and dental coverage for you
employment such as compensation and benefits and oppor- and your dependents, and short-term and long-term dis-
tunities for advancement may be quite limited. In low-skill/ ability insurance coverage. In addition, employees may take
low-pay work, workplace fun may serve as a means to up to 15 days of paid time-off during their first year of
compensate for otherwise relatively unfavorable terms and employment. Other benefits include subsidized fitness
conditions of employment and thus be critically important memberships and child day care.
to attracting individuals to such job vacancies.
A final research opportunity is examining the impact of Opportunities for Advancement. The sky is the limit
workplace fun on employee turnover and retention. This with your career with us. Once you have mastered the skills
study examined the role of workplace fun on applicant in your job and have proven yourself to be an asset, every
Tews et al. 113

effort will be made to help you advance your career. We Low fun. Later in the afternoon, you meet with the Direc-
pride ourselves in providing employees with opportunities tor of Human Resources (HR). She asks you to describe your
to move ahead in their careers more rapidly than at other previous experience and explain how your skills are a good
firms. We believe in retaining our employees over the long fit for the position. After you describe your experience and
term and helping our best and brightest realize their full skills, the Director of HR proceeds to discuss the company’s
career potential. benefits package, the new associate training program, and
the typical career progression for new managers.
Appendix B Declaration of Conflicting Interests
Descriptions of Fun Study Variables The authors declared no potential conflicts of interest with respect
for On-Site Job Interview Scenarios to the research, authorship, and/or publication of this article.

Coworker Interactions Funding


High fun. Throughout the day, you meet many individu- The authors received no financial support for the research, author-
als currently employed with the company, including other ship, and/or publication of this article.
newly hired management trainees. Everyone in the organi-
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ues, attitudes, and behaviours. Journal of Occupational and Michael J. Tews, PhD, is an Assistant Professor in the School of
Organizational Psychology, 74, 543-558. Hospitality Management at Penn State University. He received his
Lundin, S. C., Paul, H., & Christensen, J. (2000). Fish! New York, PhD in Human Resource Management from the School of Hotel
NY: Hyperion. Administration at Cornell University. His research examines
McDowell, T. (2004). Fun at work: Scale development, confir- issues relating to employee recruiting and selection, training and
matory factor analysis, and links to organizational outcomes development, and retention.
(Unpublished doctoral dissertation). Alliant International Uni-
John W. Michel, PhD, is an Assistant Professor in the College of
versity, San Diego, CA.
Business & Economics at Towson University. He received his PhD
Parker, B., & Chusmir, L. H. (1990). A generational and sex-based
in Organizational Behavior and Human Resource Management
view of managerial work values. Psychological Reports, 66,
from the University at Albany, SUNY. His research examines issues
947-950.
related to fun and supportive work environments, leadership, proso-
Paternoster, R., Brame, R., Mazerolle, P., & Piquero, A. (1998).
cial behavior, and employee selection and retention.
Sing the correct statistical test for the equality of regression
coefficients. Criminology, 6, 859-866. Albert Bartlett, MBA, PhD, is an Associate Professor and
Peluchette, J., & Karl, K. A. (2005). Attitudes toward incorpo- Associate Director of the School of Hospitality Management at
rating fun into the health care workplace. The Health Care Penn State University. He received his PhD in Educational Admin-
Manager, 24, 268-275. istration from Penn State. His research focuses on human resource
Peters, T., & Waterman, R. H. (1982). In search of excellence. management and organizational behavior in the hospitality
New York, NY: Harper & Row. industry.

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