The term “gamification” itself may suggest that the concept is light-hearted at best and, at the other end, a fleeting or irrelevant fad. The growing interest in gamification stems from a desire to increase engagement levels among employees and in the process bring more visibility, openness and a system of rewards and recognition into the workplace. To address employee engagement crisis, the human resource departments of Fortune 500 companies are launching gamification pilots. The power of gamification comes down to this: it taps into the competitive fires we all have and as we play a game, we become more engaged, feel a greater sense of accomplishment and are more willing to go the extra mile in either making more sales calls, completing more training programs, or answering more customer center calls.
The
difference between gaming and playing is that gaming has rules. Furthermore,
gamification does not map a complex whole context, as is the case with simulation
games. Instead, individual elements are used, for example, the collection of
points in loyalty programs, or a progress bar showing the completion of your
LinkedIn profile.
There are
different game preferences depending on the target group. Some players prefer -
To explore (explorers), To interact with others (socializers), To take on
challenges (achievers), To impede or defeat others (killers). It is important
to satisfy the different preferences. However, most people belong to the
socializer group.
You
can easily turn the hiring process into a gamified experience by rewarding
prospects with both acknowledgment and tangible perks for completing each step,
from application to start date. At the same time, much like a sales function,
HR teams can also use gamification internally to reward top recruiters and
incentivize employees to refer top candidates. The opportunity for an employee
to earn Referrer of the Year status can encourage employees to take a more
active role in talent acquisition.
Qualcomm is
modeling gamification techniques employed on sites such as stackoverflow.com to
its internal Q&A process where employees ask and answer technical questions
and the best answers are voted up and rise to the top.
Aetna
is now making the premium version of a new online social game called Mindbloom,
available to both employees and healthcare customers. The game is aimed at
improving your health and wellness and
helps you lead a healthier, more balanced life.
Gamification
can be used for the HR Visibility because employees talk about the new game or
the competition in the business. If HR includes the fun element into a match,
the engagement of workers increases. Allowing employees to see results online
on the Intranet home page is always a good way to promote and engage them.
The key
intention of HR should be to form the group into an efficient team. In such a
case, it is a good example of excellent HR investment. It makes Human Resources
visible in the organization and makes employees know each other better.
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