“Gamification”
the word coined in the year 2002 is gaining buzz in the recent past with
popular companies like PWC, Walmart and Qualcomm using gamification to create
magic in facets such as recruitment, employee training and employee engagement
respectively.
According
to a survey conducted by Gartner, 70% of 2000 organizations will
have at least one gamification application by the year 2015. 40% of Global 1000
organizations will use gamification as the primary mechanism to transform
business operations by 2015.
Gamification
Helps in 47% user engagement, 22% increase in brad loyalty,15% brand
awareness,9% motivation and &% employee training according to the sources
from Gartner.
The
above figures show the positive impact of gamification could create in an
organization.
Gamification is the use of game
thinking and game mechanics in non-game contexts to engage users in
solving problems and increase users' contributions. Gamification has been
studied and applied in several domains, with some of the main purposes being to
engage (improve user engagement, physical exercise, return on investment, flow,
data quality, timelines, teach (in classrooms, the public or at work),
entertain (enjoyment, fan loyalty), measure (for recruiting and employee
evaluation).
Human
resources can imbibe gamification to improve Talent acquisition and Management,
cultivate and retain valued employees to learn and participate in training,
incentivizing paperwork and other administrative requirements. Some prominent
examples gamification in HR are Walmart usage of gaming for safety training for
the employees, Qualcomm using gamification to increase collaboration
amongst its employees.HR gamification is the hot topic of 2015.The game is ON
for HR.
Article
by M.Aishwarya
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