Gamified Recruiting Campaigns

National Park Services is Using a Computer Game to Hire Volunteers

The National Park Services has put together a computer game volunteer simulation as a recruiting campaign to entice volunteers to join the program. The platform offers an interactive and amusing way to learn about the program and what volunteers are expected to do with an experiential game called, 'Save the Park.'

'Save the Park' is a computer game that is geared specifically towards millennials to help encourage them to volunteer in the parks picking up trash. Players take on the role of a volunteer and then race one another to pick up different types of trash throughout the park, plant trees and escape threatening bears. The game is designed to provide a simulated role play that encourages an emotional investment from players through a more profound understanding of what the service entails.

Volunteer Recruitment
The use of gamified campaigns in recruiting volunteers is a disruptive innovation opportunity for organizations seeking to engage millennials.
Experiential Learning
The development of interactive games like 'Save the Park' presents opportunities for organizations to provide immersive and engaging experiences for learning and training purposes.
Millennial Engagement
Creating computer games tailored to the interests and preferences of millennials can be a way to attract and involve this demographic in various activities, such as volunteering.

Who This Affects Most

Nonprofit Organizations
Nonprofit organizations can explore using gamified campaigns as a recruitment strategy to attract volunteers and advocate for their causes.
Education and Training
The use of interactive games like 'Save the Park' can be adopted by educational institutions and businesses for experiential learning and employee training programs.
Digital Gaming
The development and implementation of games targeting specific demographics, such as millennials, present opportunities for growth and innovation in the digital gaming industry.
SCORE
2.4 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 31%
Activity 32%
Freshness 8%

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