2015 will be the year gamification inside the workplace migrates from a few isolated pilots to a new way to engage and recognize high performing employees. Gamification takes the essence of games — attributes such as fun, play, transparency, design, competition and yes, addiction— and applies these to a range of real-world processes inside a company from recruiting to learning & development. Gaming concepts have begun working their way into key HR processes in two ways: as a serious game such as the example below from PwC in recruiting new job candidates to cloud based gamification engines offered by Badgeville, BunchBall and Axonify. Both forms of gamification are moving into the enterprise as companies look for new ways to attract, engage, incentivize and retain employees.
Gallup’s latest research shows why companies are increasing their interest in gamification. The Gallup study finds 31% of employees are engaged at work (51% are disengaged and 17.5% actively disengaged). But what is most interesting is how this data compares when you apply a generational segmentation. It turns out Millennials are the least engaged generation, according to Gallup, with only 28.9% engaged as compared to 32.9% for Gen X & Boomers. What’s going on here? Gallup findings segmented by generation point to low engagement among Millennials who say they do not have the opportunity to show their best work or have a vehicle to contribute their ideas and suggestions. Using gamification to address this can impact not only engagement levels but also help a company become a magnet for best of breed talent. After all, Millennials will reportedly make up 75% of the global workforce by 2025!
Read the complete post here: http://www.forbes.com/sites/jeannemeister/2015/03/30/future-of-work-using-gamification-for-human-resources/