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The Talent Game
Gamification in HR
Prepared By
Manu Melwin Joy
Assistant Professor
SCMS School of Technology and Management
Kerala, India.
Phone – 9744551114
Mail – manu_melwinjoy@yahoo.com
Kindly restrict the use of slides for personal purpose.
Please seek permission to reproduce the same in public forms and presentations.
• Mickey Mantle, who is widely considered to have
been one of the greatest baseball players of all time,
once many years ago very aptly remarked, “It’s
unbelievable how much you don’t know about the
game you’ve been playing all your life.”
Talent Game
• Companies are recognizing
the implications of
competing intensely in “The
Talent Game” to acquire,
develop and retain talent.
Playing the game requires
you to understand the rules
and the underlying
constraints quickly, and
then use them to your
advantage.
Talent Game
• For instance, poker is based
on rules of probability where
the odds against a “straight”
are 254 to 1, while a “flush” is
508 to 1. Similarly, in HR, the
rules are simple: the odds to
source and select the right
talent, integrate and retain it
while keeping them
productive and happy can
seem to be unpredictable.
Talent Game
• A 2013 report by the
Aberdeen Group noted that
organizations face intense
pressure to efficiently
onboard more new talent
to meet company growth
objectives (49%), address
the shortage of critical skills
in the market place (44%)
and innovate their new hire
programs (29%).
Talent Game
• Traditionally, the purpose of the
HR department has been seen by
many line managers to find the
candidates, qualify them based
on an interview, train them using
a standard curriculum, answer
queries about the organization’s
culture and leave it to them to
find a way of working
productively. After that, HR
representatives cross their
fingers in hopes the talent will
stay and contribute to company
growth.
Introducing Gamification
• Gamification, like the name
suggests, selectively uses
the mechanics that bring
out people’s natural desires
for competition,
achievement, status, self-
expression, altruism and
closure when faced with a
real-life situation in the
form of a game.
Introducing Gamification
• The ways in which we play
these games, and then
demonstrate these
characteristics, can help line
and HR managers gain
insight from information
about us.
Introducing Gamification
• For instance, a software firm
hosts an engaging contest,
such as a coding challenge, to
assess the candidates with
their coding skills.
Traditionally, traits such as
entrepreneurial spirit, quick
decision-making and
problem-solving attitude are
taken at face value based on
answers to interview
questions.
Introducing Gamification
• A stock brokerage has people
play ‘Ring the Bottle’ as you
did possibly when you were a
child to assess their
achievement orientation.
Gamification, on the other
hand, offers the opportunity
to simulate the working
environment and create a
selection technique that
chooses the best talent.
Introducing Gamification
• For example, Marriott Hotels
launched a mobile app that
makes candidates virtually
perform hotel service
industry tasks. This provides
insight into how the
candidate would approach
real work and it helps
eliminate those applicants
lacking the patience or
aptitude for the job.
Introducing Gamification
• Today, many companies
provide ready-to-deploy
gamification solutions. Often,
they can go live in just a few
weeks. These modules focus
on creating an engaging
experience by using badges,
points and leaderboards,
rather than just visual
stimulation as seen in
conventional games.
Introducing Gamification
• Leaderboards specifically
infuse the feeling of
constructive competition,
accomplishment and help
assess if people network
with their peers, which are
stronger drivers of behavior
than the proverbial
“interview.”
Linking Behavior With Organizational
Goals
• Gamification offers new
ways to align candidate
behavior with
organizational goals. So,
instead of telling an
employee that he “meets
expectations,” it is better to
say that he did not clear the
second level of the game.
Linking Behavior With Organizational
Goals
• Instead of creating
performance ratings, HR
representatives can create
transparent leaderboards
with badges attached to
each level, so that an
employee knows how he or
she is doing in his business
unit, region, country or
globally.
Linking Behavior With Organizational
Goals
• If an organization has an
internal social media portal,
the conversations and chatter
around the game could be
redirected to create
employee engagement at this
“virtual water cooler.”
Linking Behavior With Organizational
Goals
• Many companies have
evolved from initially using
these platforms as branding
vehicles to leveraging them
across the entire HR value
chain — attracting,
engaging, onboarding,
training and retaining
prospective candidates.
Linking Behavior With Organizational
Goals
• Identifying and targeting
talent pools differentiates the
organizations that win from
the ones that do not.
Companies are starting to
realize that HR practices
based on the “one size fits
all” principle prevent the
business from improving
quality of hire, institutionalize
a culture, enhance employee
productivity and eventually,
grow customer satisfaction.
Linking Behavior With Organizational
Goals
• Gamification applications
are most effective when
they are customized to
various industries and their
specific needs.
Linking Behavior With Organizational
Goals
• For example, some firms leverage their employee
base by creating recruitment ambassadors and lead
generators by conducting gamified events across
campuses. This achieves all the benefits of
crowdsourcing as well as creates an effective brand
for the organization.
Linking Behavior With Organizational
Goals
• Gamified new hire programs are
personalized, engaging and often convey
a creativity within an organization.
Instead of sitting through days of
lectures or e-learning modules or videos,
the new employee can play a game
which also provides all the information
he or she needs, connect them to their
peers and even have fun on his first day
of work.
Linking Behavior With Organizational
Goals
• The cases for using gamification
are numerous and growing. SAP
uses games to educate its
employees on sustainability;
Unilever applies them to
training; Hays deploys them to
hire recruiters and the Khan
Academy uses it for online
education.
Linking Behavior With Organizational
Goals
• According to the Aberdeen
survey, organizations with
gamification in place improve
engagement by 48%, as
compared to 28% with those
who do not, and improve
turnover by 36% as compared
to 25%.
Linking Behavior With Organizational
Goals
• Thanks to the advent of social
media and increasing focus on
analytics, gamification offers a
plethora of possibilities. Gartner
predicts that by 2014, more than
70% of global organizations will
have at least one gamified
application, which can range from
mastering a specific skill to
improving one’s health.
Linking Behavior With Organizational
Goals
• However, Gartner also says that
80% of gamified applications will
fail if not designed correctly. A
word of caution here: gamified
modules, based on performance,
work best for roles that are
relatively repetitive in nature.
Linking Behavior With Organizational
Goals
• It also works well for roles with
clearly measurable outcomes
and well-defined metrics.
Locating the right talent pool and
engaging specific segments by
customized games promises to
be a pragmatic solution to HR
woes across industries.
Linking Behavior With Organizational
Goals
• Gamification is changing the
very DNA of HR. One must
know everything about the
game one is playing and be
the best at it to ensure one’s
life is the best — now is the
time to play.
Gamification in HR - The Talent Game

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Gamification in HR - The Talent Game

  • 2. Prepared By Manu Melwin Joy Assistant Professor SCMS School of Technology and Management Kerala, India. Phone – 9744551114 Mail – manu_melwinjoy@yahoo.com Kindly restrict the use of slides for personal purpose. Please seek permission to reproduce the same in public forms and presentations.
  • 3. • Mickey Mantle, who is widely considered to have been one of the greatest baseball players of all time, once many years ago very aptly remarked, “It’s unbelievable how much you don’t know about the game you’ve been playing all your life.”
  • 4. Talent Game • Companies are recognizing the implications of competing intensely in “The Talent Game” to acquire, develop and retain talent. Playing the game requires you to understand the rules and the underlying constraints quickly, and then use them to your advantage.
  • 5. Talent Game • For instance, poker is based on rules of probability where the odds against a “straight” are 254 to 1, while a “flush” is 508 to 1. Similarly, in HR, the rules are simple: the odds to source and select the right talent, integrate and retain it while keeping them productive and happy can seem to be unpredictable.
  • 6. Talent Game • A 2013 report by the Aberdeen Group noted that organizations face intense pressure to efficiently onboard more new talent to meet company growth objectives (49%), address the shortage of critical skills in the market place (44%) and innovate their new hire programs (29%).
  • 7. Talent Game • Traditionally, the purpose of the HR department has been seen by many line managers to find the candidates, qualify them based on an interview, train them using a standard curriculum, answer queries about the organization’s culture and leave it to them to find a way of working productively. After that, HR representatives cross their fingers in hopes the talent will stay and contribute to company growth.
  • 8. Introducing Gamification • Gamification, like the name suggests, selectively uses the mechanics that bring out people’s natural desires for competition, achievement, status, self- expression, altruism and closure when faced with a real-life situation in the form of a game.
  • 9. Introducing Gamification • The ways in which we play these games, and then demonstrate these characteristics, can help line and HR managers gain insight from information about us.
  • 10. Introducing Gamification • For instance, a software firm hosts an engaging contest, such as a coding challenge, to assess the candidates with their coding skills. Traditionally, traits such as entrepreneurial spirit, quick decision-making and problem-solving attitude are taken at face value based on answers to interview questions.
  • 11. Introducing Gamification • A stock brokerage has people play ‘Ring the Bottle’ as you did possibly when you were a child to assess their achievement orientation. Gamification, on the other hand, offers the opportunity to simulate the working environment and create a selection technique that chooses the best talent.
  • 12. Introducing Gamification • For example, Marriott Hotels launched a mobile app that makes candidates virtually perform hotel service industry tasks. This provides insight into how the candidate would approach real work and it helps eliminate those applicants lacking the patience or aptitude for the job.
  • 13. Introducing Gamification • Today, many companies provide ready-to-deploy gamification solutions. Often, they can go live in just a few weeks. These modules focus on creating an engaging experience by using badges, points and leaderboards, rather than just visual stimulation as seen in conventional games.
  • 14. Introducing Gamification • Leaderboards specifically infuse the feeling of constructive competition, accomplishment and help assess if people network with their peers, which are stronger drivers of behavior than the proverbial “interview.”
  • 15. Linking Behavior With Organizational Goals • Gamification offers new ways to align candidate behavior with organizational goals. So, instead of telling an employee that he “meets expectations,” it is better to say that he did not clear the second level of the game.
  • 16. Linking Behavior With Organizational Goals • Instead of creating performance ratings, HR representatives can create transparent leaderboards with badges attached to each level, so that an employee knows how he or she is doing in his business unit, region, country or globally.
  • 17. Linking Behavior With Organizational Goals • If an organization has an internal social media portal, the conversations and chatter around the game could be redirected to create employee engagement at this “virtual water cooler.”
  • 18. Linking Behavior With Organizational Goals • Many companies have evolved from initially using these platforms as branding vehicles to leveraging them across the entire HR value chain — attracting, engaging, onboarding, training and retaining prospective candidates.
  • 19. Linking Behavior With Organizational Goals • Identifying and targeting talent pools differentiates the organizations that win from the ones that do not. Companies are starting to realize that HR practices based on the “one size fits all” principle prevent the business from improving quality of hire, institutionalize a culture, enhance employee productivity and eventually, grow customer satisfaction.
  • 20. Linking Behavior With Organizational Goals • Gamification applications are most effective when they are customized to various industries and their specific needs.
  • 21. Linking Behavior With Organizational Goals • For example, some firms leverage their employee base by creating recruitment ambassadors and lead generators by conducting gamified events across campuses. This achieves all the benefits of crowdsourcing as well as creates an effective brand for the organization.
  • 22. Linking Behavior With Organizational Goals • Gamified new hire programs are personalized, engaging and often convey a creativity within an organization. Instead of sitting through days of lectures or e-learning modules or videos, the new employee can play a game which also provides all the information he or she needs, connect them to their peers and even have fun on his first day of work.
  • 23. Linking Behavior With Organizational Goals • The cases for using gamification are numerous and growing. SAP uses games to educate its employees on sustainability; Unilever applies them to training; Hays deploys them to hire recruiters and the Khan Academy uses it for online education.
  • 24. Linking Behavior With Organizational Goals • According to the Aberdeen survey, organizations with gamification in place improve engagement by 48%, as compared to 28% with those who do not, and improve turnover by 36% as compared to 25%.
  • 25. Linking Behavior With Organizational Goals • Thanks to the advent of social media and increasing focus on analytics, gamification offers a plethora of possibilities. Gartner predicts that by 2014, more than 70% of global organizations will have at least one gamified application, which can range from mastering a specific skill to improving one’s health.
  • 26. Linking Behavior With Organizational Goals • However, Gartner also says that 80% of gamified applications will fail if not designed correctly. A word of caution here: gamified modules, based on performance, work best for roles that are relatively repetitive in nature.
  • 27. Linking Behavior With Organizational Goals • It also works well for roles with clearly measurable outcomes and well-defined metrics. Locating the right talent pool and engaging specific segments by customized games promises to be a pragmatic solution to HR woes across industries.
  • 28. Linking Behavior With Organizational Goals • Gamification is changing the very DNA of HR. One must know everything about the game one is playing and be the best at it to ensure one’s life is the best — now is the time to play.