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Digitalizing Human Resources Through Gamification For Employee Engagement
Digitalizing Human Resources Through Gamification For Employee Engagement
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Deepika Pandita
Symbiosis Institute of Business Management
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ABSTRACT INTRODUCTION
While employees of the Industrial Revolution were People are the most important asset for an
known to be manual workers and those of the organization. According to a survey by KPMG
Information Age as knowledge workers, employees
(2012), people matters are among the top five
in today’s Technological era are a new kind of
concerns for business leaders. As the world
generation known as Digital Natives. This
generation has compelled a change in the economies continue to globalise, organisations
conventional ideologies of people management at continue to intensify their global investment
workplaces by posing a challenge to organizations (Guthridge and Komm, 2008). In the past
in general and HR managers in particular on how decade, talent has been the prime focus and
to manage them as they bring with them unique gained a good amount of momentum, which
work skills and attitudes. Gamification can enhance reflects the critical role played by the attracting,
learners’ autonomous motivation and enable them developing as well as retaining of talented
to feel enthusiastic during their tenure in the people and the impact on EVP on success stories
organization. The objective of this paper is to
of businesses. The term gamification has
understand how gamification can bring about
become the latest buzzword in the HR world
employee engagement. This paper aims to examine
the initiatives by the companies by adopting which is the use of game mechanics in non-game
Gamification as a tool to engage employees. The contexts. As games have amazing ability to hold
information is gained from literature review of key people's attention for a long time, build
reports on Gamification and employee engagement. relationship, win recognition and develop
There are also major review of few organizations creativity, it is being widely used to gain
across sectors practising Gamification initiatives as business advantage by successfully attracting,
a part to engage the employees of the organization. engaging, motivating and retaining talent.
This paper contributes to the understanding of Digitalization in Human Resources in the
Gamification in various organizations and its
workplace and on leadership teams is a critical
impact on employee engagement.
success factor in making better decisions and
Keywords: Human resources, Gamification, Digital developing more innovative business solutions.
HRM, performance, e-learning Research shows that groups with more initiatives
by digital HR processes through Gamification.
and flexibility in thinking almost always
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outperform homogeneous groups in the business motivated and at the same time have the ability
environment and lead to higher levels of to solve the challenges.
creativity, innovation and organisational agility.
Gamification also implies a social game and
The idea of using games for learning is not new.
interaction with other participants. Fogg explains
This is customary especially in the case of direct
that when people perceive social presence, they
interaction between the employees and the
naturally respond in social ways and have
organization.
feelings like empathy or anger, or following
LITERATURE REVIEW social rules such as taking turns (Fogg, 2002).
Gamification is the use of game play elements
Gamification (Deterding et al, 2011) is the use for non-game applications, particularly
of game-play mechanics for non-game consumer- oriented web and mobile sites, in
applications. Any application, task, process or order to encourage people to adopt the
context can theoretically be gamified. applications. It also strives to encourage users to
Gamification’s main goal is to rise the engage in desired behaviours in connection with
engagement of users by using game-like the applications
techniques such as scoreboards and personalized (http://en.wikipedia.org/wiki/Gamification).This
fast feedback (Flatla et al, 2011) making the definition is related to similar pre-existing
employees feel more ownership and purpose concepts such as serious games, serious gaming,
when engaging with tasks (Pavlus, 2010). playful interaction, and game-based technologies
Gamification is used in several different contexts (Deterding et al, 2011). Mundane activities
mostly business and marketing, but we further especially for a longer period of time are not
wish to demonstrate its utility and importance in appealing but by combining these activities with
the educational environment as well. By simple games we can create a more effective
incorporating game elements into work activities way to motivate people (Chrons and Sundekk,
we wish to raise motivation (Shneiderman, 2011). Turning useful activities into games is
2004) but, in order to do so, we need to pay called gamification and it has found its -way into
attention to the integration of tasks and exercises many uses such as education. Gamification is a
within the game design (Von Ahn and Dabbish, quite recent concept, on the market as well as in
2008). research, but it has a big potential. It has been
A demonstrated focus on gamification enables added to the Gartner Hype Cycle for 2011.
an organisation to attract and retain the best Gartner Group predicts gamification will be a
talent, to build a high performance workforce key trend that every CIO, IT planner and
and to reduce the cost of employee turnover. enterprise architect must be aware of as it relates
Creating gamers for learning employ costly to business (Gartner Group, 2011). Employee
resources. A simpler yet still efficient approach engagement is an effective tool to help every
is to use gamification in order to make the organisation to strive to gain competitive
content more attractive and engage users. By advantage over the others. People is one factor
using gamification in e-learning we wish to that cannot be duplicated or imitated by the
trigger a more efficient and engaging learning competitors and is considered the most
behaviour. B.J. Fogg argues that people respond valuable asset if managed and engaged
to computers as they were persons, especially properly. This point has been emphasised by
when gaming (Fogg, 2002). In order to change Baumruk (2004), in that employee
or trigger a certain behaviour students need to be engagement is considered to be the most
powerful factor to measure a company’s vigour.
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Katz and Kahn (1966) have referred to the understand their employees as groups and
concept of engagement in their work related to accordingly incorporate the motivational factors
organisational effectiveness. However, it was as a set or group of rewards for different groups
mentioned in general as one of a number of of employees (Singh, 2012). Modern generation
needs to be developed to provide an of workers are more focused on the diverse use
innovative and co-operative work of their knowledge, skills, creativity and are
environment leading to performance and looking for freedom and independence at work
effectiveness. In 1990 Kahn (1990, p. 694) which makes gamification as relevant as ever
introduced the concept of employee (Kamasheva, Valeev, Yagudin & Maksimova,
engagement, giving his now famous definition 2015).
quoted in the introduction, namely, “the
harnessing of organization members’ selves RATIONALE OF THE RESEARCH
to their work roles; in engagement, people The purpose of this article is to analyse and
employ and express themselves physically, examine the importance of gamification in
cognitively, and emotionally during role businesses today. This article also looks at the
performances”. Kahn added that three modern trends and techniques of gamification in
psychological engagement conditions are HRM and identifies the functions in which it is
necessary for an employee to be rightly being conceptualised and employed to achieve
engaged: meaningfulness (work elements), organisational effectiveness by increasing
safety (social elements, including management employee engagement. In this age of immense
style, process, and organisational norms) and competition and technology, employers around
availability (individual distractions). the world regard their employees as the most
Employee engagement brings forth numerous valuable asset. Different generations of
advantages for the firm. Employee engagement employees, from baby boomers to millennials,
is a tool which could be deployed in the bring varying aspirations, attitudes and values to
organization so that the talent is appropriately the workplace. Augmenting a business process
deployed and harnessed effectively. It helps in with game mechanics has led to significant
building employee commitment and helps productivity improvements (Smith, 2011). Thus,
employees perform better in their roles. It leads it is of utmost importance to explore how
to focused efforts and better outcomes. It various organisations are applying innovative
translates into greater innovation, commitment approaches in their engagement strategies for
to organisation, positive energy and higher their employees by leveraging numerous
productivity. It also leads to lower attrition gamified techniques. This paper, therefore,
levels and absenteeism. Engaged employees love provides a comparative analysis on the
their jobs, believe their employer, company implementation of gamification in the business
goals and the manner in which they conduct processes of organisations which has helped
their business (Smartmanager.com, 2012). They them harness employee loyalty and build
exhibit high levels of passion and creativity and stronger employer-employee relationship.
they believe they create value and management. Finally, we also shed some light on the future of
Different people have different needs and desires gamification as games can - and will - be an
and the satisfaction level of the motivational important component of the workplace of the
factors keeps changing. Therefore it is a future (Smith, 2011).
challenge for all the HR professionals today to
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given a challenge to develop a new men’s line Falls, 2013). Make My Trip has designed an
for Kiehl’s skin care products. (Dave Zielinski, engaging training program where the new hire
2015). These talent acquisition strategies help plays a game with a pair of headset given by
the recruiters assess the candidates for their the company. Through this, the company aims
drive for innovation, communication, ability to to acquaint them with the culture/values of the
solve a given problem, capacity to perform organization in an effective manner. HCL has
under pressure as well as team spirit. developed an interesting game with the help of
Organisations looking for highly creative a monopoly game which the potential candidate
candidates with a strong learning orientation has to play and based on the behaviour of the
are benefitted the most through this approach. candidate in the game, the company can figure
Other methods where gamifies elements are out the skills, attributes and their intention to
incorporated to source talent are virtual job join (Shipra Manchanda, 2014). This is one of
fairs, tests and puzzles, rewards, real-time the path-breaking uses of gamification in this
progress and video based interviews. area to reduce the drop rates of employees at
the time of joining.
GAMIFICATION IN INDUCTION AND
ORIENTATION GAMIFICATION IN TRAINING &
In 2013, Gartner had predicted that by 2015 DEVELOPMENT
more than 50% of corporate processes would be Games are often more effective for learning
gamified and that 40% of the 1000 biggest than traditional training approaches (Li Why
companies in the world would deploy brow, 2015). Big companies like McDonalds
gamification in the quest for business benefits. and Walmart have incorporated gamified
approach in their training and development
Induction and Orientation training is a critical processes to make their employees more
process for HR as it helps to provide the right efficient thus increasing revenue and reducing
information to the newly hired employees and costs.
ensure maximum productivity as swiftly as
possible. It enables employees to have first McDonalds trained their staff on the new cash
positive experiences of their company, register and ordering system by turning the
workplace, colleagues and team members. entire environment into a game with scores,
Aberdeen Research, in its February 2013 challenges, timers, and feedback. The staff was
report, stated that on boarding with allowed to make mistakes and learn from them.
gamification produced significant The success of the game resulted to a revenue
improvements in turnover and engagement impact of GBP 23 Million. Similarly, WalMart
levels. Deloitte LLP’s on boarding game designed a Safety Education Program to train
focusses on team work and collaboration. Here, their employees on the safety and compliance
groups of new hires from different backgrounds procedures. This was a game based approach
and experiences are formed and are made to where workers could learn at their own pace
learn about the compliance, ethics and privacy and choose levels. As the program was short,
of the company. Later, each team member asks concise and points oriented, this resulted in
a pre-set question to the group and the group dramatic results. After 6 months, WalMart
replies with an answer. If there is any reported lost time cut by over 50% and below
difference, the members discuss and come up industry average incidents.
with the best and appropriate answer (Rachelle
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LIST OF FIGURES:
Source Bunchball.com