“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 when doesnt work anymore 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 brand loyalty,15% brand awareness,9% motivation and & 7% 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, usa data quality, timeliness), teach (in classrooms, public or at work), entertain (enjoyment, fan loyalty), measure (for recruiting and employee evaluation), and to improve the perceived ease of use of information systems.
Human resources can imbibe gamification to improve Talent acquisition and Management, cultivate and retain valued employees to learn and participate in training, paperwork and other administrative requirements. Some prominent examples of gamification in HR are Walmart usage of gaming for safety training for the employees, Qualcomm using gamification to increase collaboration amongst its employees.HR is gamification is the hot topic of 2015. The Game is on.
Article by: M.Aishwarya