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COVER STORY I

The
GAME is on
Gamification is the hottest trend this season to redefine workplace
dynamics. Time will tell whether it will leave an indelible
impression or fade away into oblivion like yet another
'flavour of the month'? Meanwhile play on and
create magic for your organization!
I BY SHAILJA KAUSHIK

here is nothing new about the alliance

T between games and the business world.


Whether it is about closing business deals
on the golf course, paintball for
teambuilding, treasure-hunt for fun-at-work or
role-playing for training and hiring; companies have
a fascination for leveraging this lighter aspect of
human's psycho-social personality to drive
organizational results. Latest in the line is enterprise
gamification for achieving the businesses' bottom-
line. Gamifying consumer experience is paying-off
lucrative dividends to the consumer marketing
function through greater customer engagement,
brand loyalty and access to consumer data - all
translating into improved sales revenue. And now,
it's the turn of HR to benefit from the potential of
this emerging trend.
While technology and globalization are levelling
the field, companies have realized that it is the
motivated workforce that will give an edge over
the competition. Vibrant, ultra-connected and
competitive are the three words that describe the
persona of the current workforce, which seeks
challenge in their work and are driven by high self-
esteem. These lyrics of Generation Gaming song
by Dan Bull sums up the attitude of GenY,
Monopoly was not for me; chess made me stressed
out - so the only way I could get down was with
pocket electronics and bleeps. If you play Angry

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I COVER STORY

Birds or Farmville, you'll know the immense HCL Technologies, Cognizant, L'Oreal, Marriott,
gratification that comes by reaching the next Capgemini and Deloitte are among the pioneers
expert level, getting a badge or seeing your name in gamifying the various processes of employee
on the leaderboard. This is exactly what gamifying lifecycle to bring a behavioural change in their
HR means - applying the games principles and workforce, resulting in fortifying the contribution
elements of rewards, badges, competition and of HR to their overall business performance.
cooperation, to the various facets of talent HCL Technologies has perfectly blended the
acquisition and management. This need-of-the- game mechanics to build a robust gamified
hour has been very succinctly put by Sriram platform for the new hire on-boarding process.
Rajagopal, Vice President, Human Resources, The new joiners, post-acceptance of offer letters
Cognizant, "This new-age approach is highly are sent an invitation mailer with a URL, 15 days
effective in enabling better and faster assimilation prior to their date of joining, to play the game.
of our associates, most of whom belong to the This game has five stages of employee growth,
millennial generation that responds best to gaming employee work profile, innovation @HCL, work-
elements and prefers virtual and collaborative life balance and HCL's culture of intrapreneurship.
ways of working." Participants have to complete each step in a
sequential manner; completion of each stage is
Gamifying employee lifecycle linked to a reward, either a tangible gift or an
Though a popular trend in the West, it is now fast intangible badge. A certificate of appreciation is
gaining admirers among Indian HR practitioners. awarded once the candidate is through with all

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COVER STORY I

Game Mechanics & Dynamics: http://www.bunchball.com

the stages. More than 60 per cent employees at the time of joining. gain of gamifying the employee on-
candidates actively played the game HCL statistics says that the boarding process has been in terms
and joined HCL in the first three probability of a candidate dropping of their enhanced ability to predict
months of the roll out of the after playing the game is 1.26 per who will join and who won't.
gamified platform. This new cent as compared to 10.62 per cent According to him, talent acquisition
platform not only keeps new joiners for candidates who do not play the team can predict this with 90 per
engaged till they join the company game. Naveen Narayanan, Global cent accuracy. Based on this hands-
but has also proved instrumental in Head of Talent Acquisition at HCL on information, recruiters reach out
bringing down the dropout rates of Technologies perceives the biggest to the candidates to understand their

Games are fun activities, purely meant for


entertainment. Example: angry birds, Farmville,
Differences in Terms
Candy Crush Saga and Criminal case. Game Game Game Just for
Gameful Design is the use of game thinking Thinking Elements Play Fun
in user interface. The aesthetic and usability
of games are applied for learning or teaching. Gameful
Example: teaching animal names or colors to Design
kids through puzzles, blocks, etc.
Serious Games (or simulation) involves no
fun element of games but shows real-life Gamification
challenges in a virtual setting to impart
technical, problem solving and analytical
skills. Example: 3D simulations of space
Serious Game/
missions by NASA or combats by defence
Simulation
forces.
Gamification is application of gaming
mechanics and dynamics into everyday
activities to drive change in behaviours and Game
motivation levels.
Difference in Terms: http://marczewski.me.uk/

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COVER STORY I

approach to recruitment and play a


key role in attracting students from
a wide variety of disciplines such as
marketing, human resources and
sales/ Operations. L'Oral has three
unique gamification tools -
'Brandstorm', 'R U HR?' and
'REVEAL' to recruit professionals
into the organization. L'Oral
Brandstorm is an offline game for
recruiting marketing professionals. It
challenges students to develop a new
product line for one of L'Oral's
brands as well as a fully integrated
marketing plan and launch campaign
for products they develop. The game
requires students to analyze current
market conditions - from styling
trends to spending habits - in order
to identify niche opportunities for
their products. L'Oral REVEAL is
NAVEEN NARAYANAN an online business game for
Global Head, Talent Acquisition management aspirants. Through this
HCL Technologies game, L'Oral contributes to the
candidate's professional growth and
determines what his / her future
objections and try to convert a could be within their global business.
potential dropout to a joiner. There The goal of this game is select a
are several such success stories candidate for internship or as a full-
among the talent acquisition team at time employee depending on the
HCL. This exemplary approach has skillset. R U HR? focuses on strategies
enabled HCL to build a strong talent in human resource management
supply chain. "HCL replicated the where the game is to develop an HR
success of gamification into its strategy. The game challenges the
powerful employee-focused strategy students to solve a real HR case and
of Employee First, which is now a brings out their team work, creativity
popular case study at the Harvard and HR vision. Mohit James,
Business School. Instead of adopting Director, HR, L'Oreal India says, "We
the traditional approach of attempt to recruit 30 percent of the
presentations, town halls and open company's young managerial cadre
houses, we decided to make use of through these gaming channels." He
the gamified platform to launch and adds that L'Oreal business games
run the program," shares Narayanan. have a double objective of offering a
The choice proved beneficial because proactive solution for L'Oreal to
HCL was able to gauge and address meet the best young talent and at
the feelings and apprehensions of the same time providing a once-a-
their employees accompanying the lifetime chance for students to gain
change. a highly stimulating, multicultural
Companies like L'Oreal and experience and understands the
Marriott have taken a different route company. L'Oral sees great value in
to assimilate game elements into using gamifying processes while
their recruitment and selection hiring new talent. By creating
process. They have gamified the challenging situations which are true
candidate selection process to hire to life and including them into the
better job-fit candidates. L'Oral gaming context through the
India uses gamification to recruit new application of game mechanics,
talent and engage with prospective companies can increase engagement
employees. The use of these games and output from potential
are reflective of L'Oral's innovative candidates. Mohit James puts the

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COVER STORY I

which is based on the concept of social/peer rating, to badges,


Farmville, for pre-screening job leaderboards, and progression bars.
applicants. As part of their enterprise-wide
Cognizant Technologies has integrated talent management
adopted gamification in the program, Cognizant encourage its
deployment of talent processes and associates to create individual
training programs. Sriram Rajagopal, development plans (IDPs) and
Vice President, Human Resources at complete a set of learning programs
Cognizant shares a few insights: "Our aligned with those plans. To motivate
approach to gamification consists of the employees to participate in self-
structural gamification that propels driven learning, Cognizant has also
associates through unalterable developed a learning game called
content; content gamification that LearnIQuest that generates and
applies game elements to make sustains the interest of the employees
alterable content more game-like, by way of interactive quizzes,
and game-based learning that uses crosswords, course
self-contained game environments to recommendations, peer
impart knowledge, skills, and collaboration, checkpoint rewards,
abilities." Cognizant's intricately and non-learning games. Then there
designed My Career suite of tailor- is also The Catch Me If You Can game
made solutions helps associates that helps employees achieve faster
SRIRAM RAJAGOPAL assimilate and execute core HR and effective learning transfer
VP - HR, Cognizant processes, especially in the area of through applying game elements
performance management. It is such as levels, mission and
spotlight on crowdsourcing and based on an arcade racing challenges. Gamification has yielded
collecting powerful customer data as experience, where associates drive significant benefits for Cognizant in
the two most important benefits of along a course covering numerous terms of improved associate
gamification. Crowdsourcing helps in process-centric milestones. The pre- participation in HR processes. As
solving complex business problems race, warm-up segment helps the Rajagopal puts it, "It has catalyzed
where participants bring in a fresh associates understand their careers superior performance goals,
perspective to solve tricky situations. and roles by way of scorecards, skills improved process compliance, and
As these games require and competencies matrices, training faster and more effective learning."
comprehensive research and study, and development needs, and role A mid-sized IT company,
it also helps the organization to movements in the lattice. In the Persistent Systems headquartered at
collect important customer data and racing segment, they set goals at the Pune addressed the challenges in its
statistics. Finally, it also helps L'Oral starting line, do a mid-year check-in performance management process
gauge talent while promoting the at the pit-stop, and complete year- by building a gamified platform for
competitive environment that is end performance evaluation at the employees to showcase their skills,
associated with game. The company finish line. Notable highlights of the achievements and contributions. The
also uses gamification as a platform solution include a SMART goal in-built alerts in the system
to screen the applicant's analytical simulator at the start line, where the recommend actions that guide
tools that might not be available associates get real-time feedback on employees towards desirable
through traditional hiring processes. the quality of their goals. behaviours, remind them of due-
"Overall, it is a great tool to choose Additionally, two engaging learning actions and assist in earning
the right candidate at the right time", games train them to prepare for and appropriate recognition. Appraisals
says James. execute the performance appraisal are primarily conducted by
Marriott also has a Facebook process. These games leverage considering the rewards, game
game named 'My Marriott Hotel', elements ranging from avatars and positions and activities of the

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I COVER STORY

employees in their respective game allows participants to share their


profile. The new platform has been achievements on social media
in operation for close to three years platforms such as LinkedIn and
and the company has witnessed a Facebook. In her blog 'How Deloitte
reduction in employee attrition by Made Learning a Game', Jeanne C.
over 350 basis points year on year as Meister, co-author of The 2020
well as saved over 28,000 man-hours Workplace: How Innovative
in 2013 by eliminating the need for Companies Attract, Develop & Keep
an arduous and time-consuming Tomorrow's Employees Today, stated
annual appraisal process, mentions that since the integration of
the Workforce Development Blog of gamification into Deloitte Leadership
American Society of Training and Academy there has been a 37 per
Development (ASTD). cent increase in the number of users
returning to the site each week.
Learning through gaming Learners not only find competing
Gamification has also seeped the with each other motivating but also
training and development function the opportunity to challenge their
of HR. For example, Deloitte has own best score makes it an addictive
partnered with Badgeville to gamify experience.
its online learning portal for leaders. Enterprise gamification has found
This portal is known as Deloitte keen buyers in all functional areas of
HR, including talent acquisition, MOHIT JAMES
Leadership Academy. The move was Director - HR, L'Oreal India
aimed at increasing participation and learning & development, talent
engagement through adding virtual management and performance
rewards in the form of badges. It management functions. What's more,
Zensar Technologies is using
gamification to promote cultural
values and NTT Data is deploying it
to build collaborative teams for
knowledge sharing.

Employee wellness gets high


Another very interesting application
of gamification in HR has been seen
in encouraging employee wellness
programs at workplace. A survey on
'Emerging Technology in Health
Engagement' conducted by
WorldatWork and Buck Consultants
revealed that gamification is the most
prevalent and effective technology
as compared to mobile gaming and
social media platforms for achieving
the objectives of workplace wellness
programs. Taking cue from Next
Jump, a NY-based employee
incentive start-up, whose Enterprise
Gamification of Fitness, was featured
by Gabe Zichermann as a keynote at
the GSummit gamification
conference. It has a gamification tool
that tracks the number of times
individual employees and specific
teams work out in the gym. There
are rewards and leaderboards with
live updates. Charles Kim, CEO of
Next Jump commented inn G-
Summit San Francisco July
conference, that the company has

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COVER STORY I

drastically improved the number of implementation of a gamified he adds. The hallmark of


employees doing regular workouts platform to make it a success. gamification success lies in adopting
to over 75 per cent. This has been According to Narayanan, a player-centric design that focus
made possible by using the game "Organizations which adopt on the motivations and rewards that
dynamics of rewards, social cohesion gamification just for the fun of being truly engage and excite employees.
and competition. Apparently, a part of the industry trend are Game mechanics such as points,
gamification has enormous potential bound to fail." He strongly badges and leader boards are simply
as a tool to motivate and engage recommends that companies should the tools that implement the
employees. begin by developing an analytical underlying engagement models.
According to Aon-Hewitt India hypothesis, validated by relevant Designing an application that caters
to the intrinsic and extrinsic
motivators of employees is what
meets the eye. James echoes that
the biggest success factors for
effective implementation of
gamification is to have a person
on board who is well versed with
the company's business and has
a glimpse of the culture that he/
she is getting into. The essence
of gamification lies in building a
genuine culture shift that gives
up control and supports
empowered employees.

Work and play vs work or


play
Industry pundits are tagging
gamification as a forceful meta-
wave with promising results for
workforce management in this
new, more digitized and
networked world. HR leaders and
managers are using different
strategies and tools to create a
customized gaming experience for
Study, one of the 8-Mantras of this data points, which should their employees that not only
Generation Y is 'A workplace with a consciously explains the things that motivate them to desired action or
buzz' which translates into a fun you want to turnaround using the behaviour but also keep them
workplace where people bond, a principles of gamification. enthusiastic and talking about it for
vibrant atmosphere and cool Companies should invest good a longer period of time. Proponents
physical work environment. So what amount of time and efforts to of gamification perceive it as the next
better way than mixing work and ensure the correctness of this step. big revolution to meet HR challenges
play to create a young, dynamic and "The whole idea of gamification while critics call it a passing fad. Who
vibrant employer brand? stems from the natural principle of will prove to be right, time will say?
'you enjoy it, you do it'; forcing However for now, it won't be wrong
Beyond points and badges employees by making it a to say that the companies who had
Gartner predicts that by 2014, 80 per mandatory item in their work plan applied enterprise gamification in the
cent of current gamified applications kills the charm of it," he urges. right way are reaping benefits in
will fail to meet business objectives, Rajagopal believes that terms of attracting, retaining and
primarily because of poor design. gamification should be applied in developing talent to build a high
This is primarily because contexts that seamlessly complement performance innovation-driven
gamification is not just about the process or learning initiative, employer brand. It has earned
aesthetics, levels, points, badges and such that associates can connect to supporters for changing behaviours,
leaderboards. There is a whole lot the concepts with little or no developing new skills and enabling
of research, analysis, planning, learning curve. "Needless to say, a innovation. In the long run, specific
brainstorming, testing and piloting balance should be maintained in the metrics to measure the ROI of
that goes behind the application of gamification, so as not enterprise gamification would come
to dilute the gravity of the process," in handy. HC

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