SlideShare uma empresa Scribd logo
1 de 8
Baixar para ler offline
VOLUME-V I ISSUE 5 I MAY 2015  www.content.timesjobs.com
Find TimesJob.com’s career articles, expert advice and tips @www.timesofindia.indiatimes.com, Jobs  Career section
n	Guest column PAGE 6
	 Chief talent officer and director, Deloitte
n 	Interview PAGE 8
	 Director-HR, L’Oreal India
Gamification
IS GREAT
More companies are improving engagement
and talent quality through gamification,
shows a TimesJobs.com survey
VOLUME-V I ISSUE 5 I MAY 2015
www.content.timesjobs.com
GAME ON!
TimesJobs.com survey
2
More than 60 per cent of
the surveyed organisations
are using gamification
practices and of these,
80 per cent acknowledge
its benefits in various
organisational aspects,
reveals a TimesJobs.com
study
Apeksha Kaushik,
TimesJobs.com
G
AMIFICATION is not a new
term anymore. What is new
is the way the tool is being
used by organisations in
India for varied purposes.
When designed correctly, gamification
has proven to be successful in engaging
people and motivating them to change
behaviours, develop skills or solve
problems. Gamification helps improve
employee engagement by nearly
10-20 per cent, says corporate India in a
TimesJobs.com survey.
Gamification is currently being applied
to engagement, employee performance,
training and development, hiring,
sourcing, screening and rewards 
recognition. However, it is being most
extensively used for the purpose of
employee engagement.
According to the TimesJobs.com
survey, over 40 per cent of the surveyed
organisations are using gamification for
employee engagement and 24 per cent
use it for rewards  recognition.
While the tool is not new, about 69 per
cent of the surveyed organisations have
started applying it aggressively in the last
six months and 21 per cent claim to be
using it for over a year now, reveals the
survey.
IT/telecom is among the key sectors
using gamification for more than a year.
Respondents from the automobile and
3
VOLUME-V I ISSUE 5 I MAY 2015
www.content.timesjobs.com
manufacturing sector said they have
been using it for the last six months.
Of the total number of surveyed
organisations using gamification for
engagement, nearly 28 per cent said
retention rates have improved and
productivity has gone up.
About 47 per cent claim engagement
rates have improved by 10-20 per cent
while 33 per cent said engagement rates
were up by 10 per cent, according to the
TimesJobs.com study.
Nearly 55 per cent mentioned that
attrition rates have dropped by 10 per
cent while 36 per cent reported a drop
of 10-20 per cent in attrition, shows the
study.
About 28 per cent of the surveyed
organisations that use gamificaiton for
hiring reported that hiring turnaround
has improved. Close to 50 per cent said
it has gone up by 10 per cent and 39 per
cent reported an improvement of 10-20
per cent, finds the study. Nearly 32 per
cent surveyed organisations stated that
the quality of talent has improved too
Games they play
Of the surveyed organisations applying
gamification for engagement, nearly 18
per cent said they apply it through digital
training programmes for engagement
and growth.
Code contests are used by 12 per cent
organisations to serve the dual purpose
of hiring and engagement.
Nearly 42 per cent use online games for
sourcing/screening/hiring and
30 per cent go for virtual work
environment for assessing domain/soft
skills/cultural fitment of an employee.
Challenges that persist
While the scope of application is
expanding, challenges still put obstacles
on easy and wider acceptance of
gamification. Some blame it on the
lack of expertise to implement and
manage gamification strategies while
others blame it on suitability. But most
believe that it fails on the global connect
that is essential for today’s open work
environment.
Nearly 33 per cent organisations cite
lack of gamification tools with universal
acceptance as the biggest challenge,
reveals the study. Nearly 32 per cent
of the surveyed organisations feel
gamification as a tool is not suitable for
every organisation.
The future
A Gartner study estimates that over
50 per cent of organisations managing
innovation processes will gamify aspects
of their business by 2015. An added
push by startups whose organisational
strategies and service have an element of
gamification is adding to the buzz around
the trend.
Besides being proclaimed as the next
big thing in the hiring and engagement,
77 per cent of the surveyed organisations
believe gamifiction has helped them
build a stronger brand, according to the
TimesJobs.com survey.
The fact that over half of India Inc has
success stories to share from gamification
practices, will this act as a motivator for
others who are still
apprehensive about
playing the game?
What purpose do you use
gamification for?
How long have you been
using gamification for the
stated purpose?
What has been the impact on
engagement rates?
What challenges you face in
implementing gamification?
Employee engagement
40%
Hiring
Screening
20%
16%
Recognition
24%
Less than 6 months
6-12 months
More than a year
21%
10%
69%
47%
Up by over
10-20%
33%
Up by over
10%
20%
Up by over
20%
32% Doesn’t suit all firms
33% Lack of gamification
tools with universal appeal
27% Doesn’t appeal to
every profile
8% Lack of
expertise
VOLUME-V I ISSUE 5 I MAY 2015
www.content.timesjobs.com
4
While more companies are adopting gamification to improve engagement and
hiring and other related organisational aspects, the big question is: Are employees
embracing the trend too? TimesJobs.com took a poll of employees to find out if
gamification benefits them as much as their companies
Are employees game for
gamification?
TimesJobs.com poll
[ Playing along ]
Nearly 43 per cent respondents said they
will definitely perform a task if it has game
elements, showed the poll. About 30 per
cent said they are most likely to take up a gamified
task but the rest are a little sceptical, finds the poll.
An earlier TimesJobs.com poll found that salary was
not the biggest motivating factor for employees.
Today’s workforce looks for other softer aspects to
continue with the current employer for the long
term. They must feel engaged, be satisfied socially
and emotionally and have the freedom to think and
innovate. And gamification seems to be catering to
their requirements.
[ Creativity matters ]
For 62 per cent respondents,
gamification helps them to become
more creative, reveals the poll. For
31 per cent, gamified practices push up
motivation levels.
Gamification challenges the participant’s
thoughts and compels him or her to
think out-of-the-box to solve a problem,
enhancing their creative prowess.
Will you perform a task if it includes game elements?
How gamification practices will benefit you/your career?
43%
Definitely
30%
Most
likely
13% No14% May be
31%
Increases
motivation
5%
Increases
productivity
62%
Increases
creativity 2%
No
benefit
VOLUME-V I ISSUE 4 I APRIL 2015
www.content.timesjobs.com
Improve your
Recruitment Efficiency
…. For More Closures  Lower
turnaround Time
TIMESJOBS  TRIEDGE PRESENT
RECRUITER SKILL CERTIFICATION PROGRAM
Enable yourself to beat
Your Current Challenges
Everchanging  Expanding
Client Demands
Access to the Same Talent
Pool
The Ever Nego a ng 
Indecisive Candidate
Our Methodology
Live Exercises,
Demonstra ons,
Case-Studies,
Role Plays, Debates
 Videos.
Real-world skills for
Real-world challenges.
Our Trainers
2 Expert Professionals who
have worked across mul ple
industries in varied roles.
Over 4 decades of
cumula ve experience both
in Talent Aquisi on
 Training.
Ge�ng under the skin of the
role and the client organiza on
to iden fy the right talent who
will get hired
Expanding your reach beyond
the readily visible talent to
unveil the passive candidates
Posi oning the role to hold
candidate interest and
managing expecta ons to
ensure successful joining
Key Takeaways:
To get more details,
please visit us at h�p�//goo.gl/0qzZcR
0120-6600720
recruitmentsolu ons@ mesgroup.com
VOLUME-V I ISSUE 5 I MAY 2015
www.content.timesjobs.com
6
G
AMIFICATION has become a hot
emerging trend in business and
technology. Using game design
and mechanics in non-game contexts
to increase user engagement and
behaviour adoption instills challenge,
payoff and perspective into routine
tasks. It taps into instincts that have led
to competition and engagement over
centuries - our desire to learn, improve
ourselves, overcome obstacles and win.
Gamification concepts such as
simulation, challenges, scoreboards
and rewards have been in play for a
long time. Games are as old as the
Mahabharata, where the outcome of a
game of dice overturned the destiny of a
subcontinent.
The emergence of millennials in the
Indian workforce is leading to changes in
education, technology and work.
They are digital natives who live and
breathe online. Games have been an
integral part of their lifestyle since
childhood and they can relate to the
language of gamification. It is imperative
for organisations to engage with this
group of young and technology-savvy
employees to maximize productivity.
Studies have shown that gamification
really works. Game mechanics and
game dynamics are able to positively
influence behaviour as they are designed
to make players take specific actions.
Successful gamification bring together
the following factors:
n Joy of self-expression: Self-
expression converts passive recipients to
active participants and games use a‘pull’
approach to create opportunities for
learning through experimentation and
practice.
n Thrill of competition and
accomplishment: The adrenaline rush
that kicks in at the starting block and the
sense of achievement felt upon crossing
the finish line are experiences that make
games vital.
n Real-time assessment: A move in
a game provides real time feedback.
Individuals get short and long-term
feedback, which is important for
reinforcing behaviour. This enables
players to learn quickly and adjust
accordingly.
n Developing insights through
behavioural business intelligence:
Understanding people and their
behaviours provides business benefits
when making strategic decisions. Data-
driven decisions help organisations make
informed choices that in turn increase
transparency of the organisational
processes.
Organisations worldwide have made
tremendous progress in gamifying HR
processes to tap into this trend. Be it
through applications they have built that
motivate users to learn features of their
product sans the routine and boredom
associated with training or encouraging
employees to use a dedicated portion of
their time to pursue ideas of interest that
could evolve into the next big product/
service and rewarding them for it.
At Deloitte, we have incorporated
gamification across a wide range of
areas - from talent acquisition strategy to
learning  development to engagement
with professionals.
We build ties with students in campuses
we recruit from through gamification
programmes such as D. Games, the
Collegiate Cyber Threat Competitions
contest, and The Campus Maverick, our
flagship campus connect programme,
where over 13,500 students across India’s
top business schools participate in a
contest comprising business cases and
simulations.
Our internship programmes too include
elements that require interns to connect
with teams across the firm, source
information and receive points to remain
among the top contenders for prizes.
In our on-boarding programme, new
employees participate in games, act
in role-plays and work in groups in
simulation. The pedagogy appeals to the
audience without diluting the objective
of the induction - learning about the
company, its beliefs and familiarising
employees to different tools and
technologies.
Ongoing learning and development
programmes also incorporate elements
of gamification.
Organizations need to be innovative
in their approach to gamification - be
it talent acquisition where one can
leverage puzzles, referral programmes
and social media; or learning through
role-plays and scenarios coupled with
e-learning modules and a rewards 
recognition programmes; or even the
realm of employee engagement with
programmes such as ideation contests
and common fitness goals achieved only
through collaboration.
Experiences are stepping stones to
connections. Real world errors always
come at a price.
Gamification, on the other hand, creates
a fail-safe environment. Players can afford
to fail in the process of solving simulated
real time business scenarios. Playing
games can actually be serious business
work, and as they say at the start of the
Olympics -“Let the games begin!”
The authors are SV Nathan, senior director
 chief talent officer, and Vikas Gupta,
director, of Deloitte Touche Tohmatsu
Limited member firms in India
A game-changer in recruitment
Guest column: Gamification concepts
VOLUME-V I ISSUE 5 I MAY 2015
www.content.timesjobs.com
7
TimesJobs.com Bureau
S
ociety for Human Resource
Management (SHRM)
organised a first-of-its-kind
‘SHRM India HR Technology
Conference  Exposition’in
Mumbai on April 24.
More than 450 delegates, including
mid and senior-level HR professionals
and corporate leaders from more than
120 organisations and thought leaders
from the world, took part in the one-day
conference. The event’s agenda focused
on addressing evolving workplaces,
exponential technology advancements
and changing role of HR professionals.
The speakers included Jamie Notter,
partner, Culture That Works LLC; Abhijit
Bhaduri, chief learning officer, Wipro;
Raj Raghavan, director, Amazon India;
Virginia Sharma, director,-Marketing,
LinkedIn; Vivek Madhukar, COO,
TimesJobs.com; Unmesh Pawar, global
managing director-Talent Acquisition,
Accenture; Jeremy Ames, CEO, Hive
Tech HR; Prithvi Shergill, chief human
resource officer, HCL Technologies; Smriti
Ahuja, head-HR and learning, BPS; Alok
B. Lall, director-marketing, Microsoft
Corporation; and Ramu Govindan, CEO,
Its Your Skills.
In his keynote address, Jamie Notter of
Culture That Works LLC shared his views
about how the rise of the millennial
generation into management positions
will change the way companies operate.
He identified four key capacities
organisations need to succeed in this
new normal. The session also focused on
implications for HR leaders who would
want to lead this change.
In a session on gamed-based learning
and gamification, Vivek Madhukar
of TimesJobs.com talked about how
gamification has become the new way
to acquire talent and a game-changer in
talent management in today’s dynamic
HR world.
Sumit Gupta, CEO, Grownout, in his
session, highlighted roadblocks faced in
referral hiring. He emphasised on a three-
pronged referral hiring process involving
the recruiter, employee and candidates.
He also launched the company’s
technology-based solution that aims to
negate such roadblocks and create a new
referral hiring solution.
Arun Dhaka, country sales director,
Cornerstone On Demand, India  South
Asia, talked about future-ready social
mobile technology-oriented workspaces.
He discussed how the talent technology
platform of the future must not be simply
a place where employees come to take
a course or complete a performance
review but rather a destination where
employees do their jobs more effectively.
He said it must empower them at all
levels to be successful in their role and
career with social capabilities build into
all of talent functionalities.
The session with Abhijit Bhaduri of
Wipro included a discussion around the
combined efforts of CHROs and CTOs
meeting the mobility challenge and the
growing popularity of smartphones. The
session also highlighted the benefits
of BYOD (bring your own device)
movement while emphasising on the key
challenges and the organisational risks
linked with it.
“While technology has always been
considered as one of the tools of HR
domain, it is the first time ever that
such a platform has been created to
brainstorm and assess the impact
of technology in ensuring a vibrant,
competitive and productive workplace,”
said Achal Khanna, CEO, SHRM India
Operations.
Some of the key trends and topics
discussed during the event included
‘Impact of millennial generation in top
management and changing cultures in
digital age’;‘How to make referral hiring
a primary source of recruitment’;‘How
to successfully create a social mobile
technology oriented workspaces and
how CHROs and CTOs together meeting
the mobility challenges’.
Evolving workplaces and changing
role of HR professionals
SHRM India HRTechnology Conference  Exposition 2015, Mumbai
Disclaimer: Information provided in this newsletter shall not be reproduced, published, re-sold or otherwise distributed in
any medium without the prior written permission of TimesJobs.com and a clear acknowledgement to TimesJobs.com.
Contact: TJinsite, TimesJobs.com, Plot No 6, Sector 16A, Film City, Noida, 201301. Write in to editor@timesjobs.com
Copyright ©2015 Times Business Solutions (A division of Times Internet Ltd). All rights reserved.
F
rench cosmetics and beauty
products company L’Oreal has
been one of the early movers
in using games to attract, hire
engage and assess talent.
The company is now in its 23rd year of
gamification. It first started using games in
1993 to hire young marketing talent.
In an interview to TimesJobs.com, Mohit
James, director-HR, L’Oreal India, talks
about how gamification has changed talent
acquisition and management.
For your company, gamification has
worked best in which area: hiring or
engagement or assessment?
It has worked for us in all three areas. The
process depends upon the company’s
linkage with the game - whether it is
to attract or assess talent. Gamification
works as a great tool to engage with
external talent and share information
about the company to passive talent.
We have been using gamification for
23 years to evaluate, attract and assess
talent through our games‘REVEAL’and
‘BRANDSTORM’.
Apart from talent acquisition and
management, gamification can be used to
create competition within employees to
achieve target, to reward and recognise,
learn and development and gather new
ideas.
Has gamification (for engagement
and hiring) yielded better results than
traditional strategies?
In traditional strategies, one has to make
decision based on short interactions
with candidates. For the candidate too,
there is a tiny window to understand the
company’s culture.
However, with gamification, employers
and employees get more time to
understand each other. Employers
are able to assess who they are hiring.
The candidate too has enough time to
understand the brand, its culture and
the profile on offer. There is no element
of surprise. We have almost 90 per
cent retention rate for talent hired via
gamification.
What are the advantages of integrating
gamification in talent strategy?
The first advantage is that organisations
can showcase their unique EVP (Employee
Value Proposition) to current employees
as well as candidates they want to hire in
the future. Second, gamification promotes
a culture of entrepreneurship, nurtures
new ideas and ways to implement them
for business success. Third, gamification
brings out individuality and helps talent
showcase what they believe in.
What are the challenges you faced
while implementing gamification?
The challenges included creating a
stronger partnership with the brand and
the business. It is important to create a
game that identifies with the company’s
vision. The other challenges were creating
a dedicated team to plan, execute and
integrate gamification into talent strategy,
having a platform that brings out the
strengths of the company and getting
business committed to the process.
Gamification also consumes time, money
and requires lot of pre-detailing and
scheduling.
Gamification works best for what kind
of roles – tech or non-tech?
In my view, gamification is agnostic
to role type. It works for all types. It
will be wrong to say that it works only
for tech roles. There are two types of
gamifications: face-to-face and online. In
today’s world of technology, people find
it easier to do things online. However,
skills such as marketing a physical contact
game are more apt to judge creativity. By
our online game, we have hired talent in
sales, finance and logistics.
(As told to Neha Singh Verma)
‘GAMIFICATION
works for all types of job roles’
Interview: Mohit James
Director-HR, L’Oreal India
IN A GAMIFIED TALENT
STRATEGY, EMPLOYERS
AND EMPLOYEES
GET MORE TIME TO
UNDERSTAND EACH
OTHER”

Mais conteúdo relacionado

Mais procurados

2015 state of social media
2015 state of social media2015 state of social media
2015 state of social mediarealtop466
 
Spain recruiting trends 2013
Spain recruiting trends 2013Spain recruiting trends 2013
Spain recruiting trends 2013Juan Carrillo
 
Enterprise Gamification by the Numbers
Enterprise Gamification by the NumbersEnterprise Gamification by the Numbers
Enterprise Gamification by the NumbersAxonify
 
Accenture strategy workforce gen Z rising pov
Accenture strategy workforce gen Z rising povAccenture strategy workforce gen Z rising pov
Accenture strategy workforce gen Z rising povDuy, Vo Hoang
 
Global recruiting trends 2013
Global recruiting trends 2013Global recruiting trends 2013
Global recruiting trends 2013Clarissa Retrosi
 
Appification vs gamification
Appification vs gamificationAppification vs gamification
Appification vs gamificationSatyajit Roy
 
2019 Study of Website Usage Among Small Businesses in Australia
2019 Study of Website Usage Among Small Businesses in Australia 2019 Study of Website Usage Among Small Businesses in Australia
2019 Study of Website Usage Among Small Businesses in Australia Cate Barker
 
GoDaddy 2019 Global Entrepreneurship Survey
GoDaddy 2019 Global Entrepreneurship Survey GoDaddy 2019 Global Entrepreneurship Survey
GoDaddy 2019 Global Entrepreneurship Survey GoDaddy
 

Mais procurados (8)

2015 state of social media
2015 state of social media2015 state of social media
2015 state of social media
 
Spain recruiting trends 2013
Spain recruiting trends 2013Spain recruiting trends 2013
Spain recruiting trends 2013
 
Enterprise Gamification by the Numbers
Enterprise Gamification by the NumbersEnterprise Gamification by the Numbers
Enterprise Gamification by the Numbers
 
Accenture strategy workforce gen Z rising pov
Accenture strategy workforce gen Z rising povAccenture strategy workforce gen Z rising pov
Accenture strategy workforce gen Z rising pov
 
Global recruiting trends 2013
Global recruiting trends 2013Global recruiting trends 2013
Global recruiting trends 2013
 
Appification vs gamification
Appification vs gamificationAppification vs gamification
Appification vs gamification
 
2019 Study of Website Usage Among Small Businesses in Australia
2019 Study of Website Usage Among Small Businesses in Australia 2019 Study of Website Usage Among Small Businesses in Australia
2019 Study of Website Usage Among Small Businesses in Australia
 
GoDaddy 2019 Global Entrepreneurship Survey
GoDaddy 2019 Global Entrepreneurship Survey GoDaddy 2019 Global Entrepreneurship Survey
GoDaddy 2019 Global Entrepreneurship Survey
 

Destaque

Unit 15 lo2 – proposal advert
Unit 15 lo2 – proposal advertUnit 15 lo2 – proposal advert
Unit 15 lo2 – proposal advertHarrison Cole
 
Unit 35 LO3 Production Plan
Unit 35  LO3 Production Plan Unit 35  LO3 Production Plan
Unit 35 LO3 Production Plan Lauren Dowley
 
Trabajo saia keyner_vargas_texturas
Trabajo saia keyner_vargas_texturasTrabajo saia keyner_vargas_texturas
Trabajo saia keyner_vargas_texturaskeynervargas
 
organismo em equilíbrio-sistema cardio-respiratório 9º ano ,Ciências da Natureza
organismo em equilíbrio-sistema cardio-respiratório 9º ano ,Ciências da Naturezaorganismo em equilíbrio-sistema cardio-respiratório 9º ano ,Ciências da Natureza
organismo em equilíbrio-sistema cardio-respiratório 9º ano ,Ciências da NaturezaYolanda Maria
 

Destaque (11)

Unit 35 - LO1
Unit 35 - LO1Unit 35 - LO1
Unit 35 - LO1
 
LO3 Unit 15
LO3 Unit 15LO3 Unit 15
LO3 Unit 15
 
Unit 35 - LO2
Unit 35 - LO2Unit 35 - LO2
Unit 35 - LO2
 
Las tics
Las ticsLas tics
Las tics
 
Ejercicio 4
Ejercicio 4Ejercicio 4
Ejercicio 4
 
Unit 15 lo2 – proposal advert
Unit 15 lo2 – proposal advertUnit 15 lo2 – proposal advert
Unit 15 lo2 – proposal advert
 
Unit 35 LO3 Production Plan
Unit 35  LO3 Production Plan Unit 35  LO3 Production Plan
Unit 35 LO3 Production Plan
 
Trabajo saia keyner_vargas_texturas
Trabajo saia keyner_vargas_texturasTrabajo saia keyner_vargas_texturas
Trabajo saia keyner_vargas_texturas
 
organismo em equilíbrio-sistema cardio-respiratório 9º ano ,Ciências da Natureza
organismo em equilíbrio-sistema cardio-respiratório 9º ano ,Ciências da Naturezaorganismo em equilíbrio-sistema cardio-respiratório 9º ano ,Ciências da Natureza
organismo em equilíbrio-sistema cardio-respiratório 9º ano ,Ciências da Natureza
 
O PASSE NA HISTÓRIA
O PASSE NA HISTÓRIAO PASSE NA HISTÓRIA
O PASSE NA HISTÓRIA
 
Unit 30 - LO1
Unit 30 - LO1Unit 30 - LO1
Unit 30 - LO1
 

Semelhante a TJ Insite May

Let the Games Begin Using Game Mechanics to Drive Digital Transformation
Let the Games Begin Using Game Mechanics to Drive Digital TransformationLet the Games Begin Using Game Mechanics to Drive Digital Transformation
Let the Games Begin Using Game Mechanics to Drive Digital TransformationCapgemini
 
Using game mechanics to drive your digital transformation
Using game mechanics to drive your digital transformationUsing game mechanics to drive your digital transformation
Using game mechanics to drive your digital transformationBen Gilchriest
 
Let the games begin using game mechanics to drive digital transformation ca...
Let the games begin using game mechanics to drive digital transformation   ca...Let the games begin using game mechanics to drive digital transformation   ca...
Let the games begin using game mechanics to drive digital transformation ca...Rick Bouter
 
Let the games begin - using game mechanics to drive digital transformation - ...
Let the games begin - using game mechanics to drive digital transformation - ...Let the games begin - using game mechanics to drive digital transformation - ...
Let the games begin - using game mechanics to drive digital transformation - ...Rick Bouter
 
The Gamification of Recruitment
The Gamification of RecruitmentThe Gamification of Recruitment
The Gamification of RecruitmentGeoff Pedder
 
The digital talent gap developing skills for today's digital organizations
The digital talent gap   developing skills for today's digital organizationsThe digital talent gap   developing skills for today's digital organizations
The digital talent gap developing skills for today's digital organizationsRick Bouter
 
Enterprise gamification: playing to win. Point of view
Enterprise gamification: playing to win. Point of viewEnterprise gamification: playing to win. Point of view
Enterprise gamification: playing to win. Point of viewdefault default
 
Kstart Digital Marketing Survey Report_June 2016
Kstart Digital Marketing Survey Report_June 2016Kstart Digital Marketing Survey Report_June 2016
Kstart Digital Marketing Survey Report_June 2016Deepan Siddhu
 
The Digital Talent Gap - Capgemini Consulting
The Digital Talent Gap - Capgemini ConsultingThe Digital Talent Gap - Capgemini Consulting
The Digital Talent Gap - Capgemini ConsultingSubrahmanyam KVJ
 
The Digital Talent Gap
The Digital Talent GapThe Digital Talent Gap
The Digital Talent GapBen Gilchriest
 
Using digital tools to unlock hr's true potential
Using digital tools to unlock hr's true potentialUsing digital tools to unlock hr's true potential
Using digital tools to unlock hr's true potentialRick Bouter
 
Gamification: Is it Good or Bad for the Office Environment?
Gamification: Is it Good or Bad for the Office Environment? Gamification: Is it Good or Bad for the Office Environment?
Gamification: Is it Good or Bad for the Office Environment? O.C. Tanner
 
Healthcare Gamification
Healthcare GamificationHealthcare Gamification
Healthcare GamificationSatyajit Roy
 
The Digital Talent Gap - Developing Skills for Today’s Digital Organizations
The Digital Talent Gap - Developing Skills for Today’s Digital OrganizationsThe Digital Talent Gap - Developing Skills for Today’s Digital Organizations
The Digital Talent Gap - Developing Skills for Today’s Digital OrganizationsCapgemini
 
The One4all Gamification Report - 2019
The One4all Gamification Report - 2019The One4all Gamification Report - 2019
The One4all Gamification Report - 2019Sam Wheway
 
Gamifying Business to Drive Employee Engagement and Performance
Gamifying Business to Drive Employee Engagement and PerformanceGamifying Business to Drive Employee Engagement and Performance
Gamifying Business to Drive Employee Engagement and PerformanceCognizant
 
A comprehensive guide to gamification
A comprehensive guide to gamification A comprehensive guide to gamification
A comprehensive guide to gamification Sruthi Malla
 
Using Digital Tools to Unlock HR’s True Potential
Using Digital Tools to Unlock HR’s True PotentialUsing Digital Tools to Unlock HR’s True Potential
Using Digital Tools to Unlock HR’s True PotentialVIRGOkonsult
 
Capgemini Consulting: Using Digital Tools to Unlock HR’s True Potential
Capgemini Consulting: Using Digital Tools to Unlock HR’s True PotentialCapgemini Consulting: Using Digital Tools to Unlock HR’s True Potential
Capgemini Consulting: Using Digital Tools to Unlock HR’s True PotentialCapgemini
 

Semelhante a TJ Insite May (20)

Let the Games Begin Using Game Mechanics to Drive Digital Transformation
Let the Games Begin Using Game Mechanics to Drive Digital TransformationLet the Games Begin Using Game Mechanics to Drive Digital Transformation
Let the Games Begin Using Game Mechanics to Drive Digital Transformation
 
Using game mechanics to drive your digital transformation
Using game mechanics to drive your digital transformationUsing game mechanics to drive your digital transformation
Using game mechanics to drive your digital transformation
 
Let the games begin using game mechanics to drive digital transformation ca...
Let the games begin using game mechanics to drive digital transformation   ca...Let the games begin using game mechanics to drive digital transformation   ca...
Let the games begin using game mechanics to drive digital transformation ca...
 
Let the games begin - using game mechanics to drive digital transformation - ...
Let the games begin - using game mechanics to drive digital transformation - ...Let the games begin - using game mechanics to drive digital transformation - ...
Let the games begin - using game mechanics to drive digital transformation - ...
 
The Gamification of Recruitment
The Gamification of RecruitmentThe Gamification of Recruitment
The Gamification of Recruitment
 
The digital talent gap developing skills for today's digital organizations
The digital talent gap   developing skills for today's digital organizationsThe digital talent gap   developing skills for today's digital organizations
The digital talent gap developing skills for today's digital organizations
 
Enterprise gamification: playing to win. Point of view
Enterprise gamification: playing to win. Point of viewEnterprise gamification: playing to win. Point of view
Enterprise gamification: playing to win. Point of view
 
Kstart Digital Marketing Survey Report_June 2016
Kstart Digital Marketing Survey Report_June 2016Kstart Digital Marketing Survey Report_June 2016
Kstart Digital Marketing Survey Report_June 2016
 
The Digital Talent Gap - Capgemini Consulting
The Digital Talent Gap - Capgemini ConsultingThe Digital Talent Gap - Capgemini Consulting
The Digital Talent Gap - Capgemini Consulting
 
The digital talent
The digital talentThe digital talent
The digital talent
 
The Digital Talent Gap
The Digital Talent GapThe Digital Talent Gap
The Digital Talent Gap
 
Using digital tools to unlock hr's true potential
Using digital tools to unlock hr's true potentialUsing digital tools to unlock hr's true potential
Using digital tools to unlock hr's true potential
 
Gamification: Is it Good or Bad for the Office Environment?
Gamification: Is it Good or Bad for the Office Environment? Gamification: Is it Good or Bad for the Office Environment?
Gamification: Is it Good or Bad for the Office Environment?
 
Healthcare Gamification
Healthcare GamificationHealthcare Gamification
Healthcare Gamification
 
The Digital Talent Gap - Developing Skills for Today’s Digital Organizations
The Digital Talent Gap - Developing Skills for Today’s Digital OrganizationsThe Digital Talent Gap - Developing Skills for Today’s Digital Organizations
The Digital Talent Gap - Developing Skills for Today’s Digital Organizations
 
The One4all Gamification Report - 2019
The One4all Gamification Report - 2019The One4all Gamification Report - 2019
The One4all Gamification Report - 2019
 
Gamifying Business to Drive Employee Engagement and Performance
Gamifying Business to Drive Employee Engagement and PerformanceGamifying Business to Drive Employee Engagement and Performance
Gamifying Business to Drive Employee Engagement and Performance
 
A comprehensive guide to gamification
A comprehensive guide to gamification A comprehensive guide to gamification
A comprehensive guide to gamification
 
Using Digital Tools to Unlock HR’s True Potential
Using Digital Tools to Unlock HR’s True PotentialUsing Digital Tools to Unlock HR’s True Potential
Using Digital Tools to Unlock HR’s True Potential
 
Capgemini Consulting: Using Digital Tools to Unlock HR’s True Potential
Capgemini Consulting: Using Digital Tools to Unlock HR’s True PotentialCapgemini Consulting: Using Digital Tools to Unlock HR’s True Potential
Capgemini Consulting: Using Digital Tools to Unlock HR’s True Potential
 

TJ Insite May

  • 1. VOLUME-V I ISSUE 5 I MAY 2015 www.content.timesjobs.com Find TimesJob.com’s career articles, expert advice and tips @www.timesofindia.indiatimes.com, Jobs Career section n Guest column PAGE 6 Chief talent officer and director, Deloitte n Interview PAGE 8 Director-HR, L’Oreal India Gamification IS GREAT More companies are improving engagement and talent quality through gamification, shows a TimesJobs.com survey
  • 2. VOLUME-V I ISSUE 5 I MAY 2015 www.content.timesjobs.com GAME ON! TimesJobs.com survey 2 More than 60 per cent of the surveyed organisations are using gamification practices and of these, 80 per cent acknowledge its benefits in various organisational aspects, reveals a TimesJobs.com study Apeksha Kaushik, TimesJobs.com G AMIFICATION is not a new term anymore. What is new is the way the tool is being used by organisations in India for varied purposes. When designed correctly, gamification has proven to be successful in engaging people and motivating them to change behaviours, develop skills or solve problems. Gamification helps improve employee engagement by nearly 10-20 per cent, says corporate India in a TimesJobs.com survey. Gamification is currently being applied to engagement, employee performance, training and development, hiring, sourcing, screening and rewards recognition. However, it is being most extensively used for the purpose of employee engagement. According to the TimesJobs.com survey, over 40 per cent of the surveyed organisations are using gamification for employee engagement and 24 per cent use it for rewards recognition. While the tool is not new, about 69 per cent of the surveyed organisations have started applying it aggressively in the last six months and 21 per cent claim to be using it for over a year now, reveals the survey. IT/telecom is among the key sectors using gamification for more than a year. Respondents from the automobile and
  • 3. 3 VOLUME-V I ISSUE 5 I MAY 2015 www.content.timesjobs.com manufacturing sector said they have been using it for the last six months. Of the total number of surveyed organisations using gamification for engagement, nearly 28 per cent said retention rates have improved and productivity has gone up. About 47 per cent claim engagement rates have improved by 10-20 per cent while 33 per cent said engagement rates were up by 10 per cent, according to the TimesJobs.com study. Nearly 55 per cent mentioned that attrition rates have dropped by 10 per cent while 36 per cent reported a drop of 10-20 per cent in attrition, shows the study. About 28 per cent of the surveyed organisations that use gamificaiton for hiring reported that hiring turnaround has improved. Close to 50 per cent said it has gone up by 10 per cent and 39 per cent reported an improvement of 10-20 per cent, finds the study. Nearly 32 per cent surveyed organisations stated that the quality of talent has improved too Games they play Of the surveyed organisations applying gamification for engagement, nearly 18 per cent said they apply it through digital training programmes for engagement and growth. Code contests are used by 12 per cent organisations to serve the dual purpose of hiring and engagement. Nearly 42 per cent use online games for sourcing/screening/hiring and 30 per cent go for virtual work environment for assessing domain/soft skills/cultural fitment of an employee. Challenges that persist While the scope of application is expanding, challenges still put obstacles on easy and wider acceptance of gamification. Some blame it on the lack of expertise to implement and manage gamification strategies while others blame it on suitability. But most believe that it fails on the global connect that is essential for today’s open work environment. Nearly 33 per cent organisations cite lack of gamification tools with universal acceptance as the biggest challenge, reveals the study. Nearly 32 per cent of the surveyed organisations feel gamification as a tool is not suitable for every organisation. The future A Gartner study estimates that over 50 per cent of organisations managing innovation processes will gamify aspects of their business by 2015. An added push by startups whose organisational strategies and service have an element of gamification is adding to the buzz around the trend. Besides being proclaimed as the next big thing in the hiring and engagement, 77 per cent of the surveyed organisations believe gamifiction has helped them build a stronger brand, according to the TimesJobs.com survey. The fact that over half of India Inc has success stories to share from gamification practices, will this act as a motivator for others who are still apprehensive about playing the game? What purpose do you use gamification for? How long have you been using gamification for the stated purpose? What has been the impact on engagement rates? What challenges you face in implementing gamification? Employee engagement 40% Hiring Screening 20% 16% Recognition 24% Less than 6 months 6-12 months More than a year 21% 10% 69% 47% Up by over 10-20% 33% Up by over 10% 20% Up by over 20% 32% Doesn’t suit all firms 33% Lack of gamification tools with universal appeal 27% Doesn’t appeal to every profile 8% Lack of expertise
  • 4. VOLUME-V I ISSUE 5 I MAY 2015 www.content.timesjobs.com 4 While more companies are adopting gamification to improve engagement and hiring and other related organisational aspects, the big question is: Are employees embracing the trend too? TimesJobs.com took a poll of employees to find out if gamification benefits them as much as their companies Are employees game for gamification? TimesJobs.com poll [ Playing along ] Nearly 43 per cent respondents said they will definitely perform a task if it has game elements, showed the poll. About 30 per cent said they are most likely to take up a gamified task but the rest are a little sceptical, finds the poll. An earlier TimesJobs.com poll found that salary was not the biggest motivating factor for employees. Today’s workforce looks for other softer aspects to continue with the current employer for the long term. They must feel engaged, be satisfied socially and emotionally and have the freedom to think and innovate. And gamification seems to be catering to their requirements. [ Creativity matters ] For 62 per cent respondents, gamification helps them to become more creative, reveals the poll. For 31 per cent, gamified practices push up motivation levels. Gamification challenges the participant’s thoughts and compels him or her to think out-of-the-box to solve a problem, enhancing their creative prowess. Will you perform a task if it includes game elements? How gamification practices will benefit you/your career? 43% Definitely 30% Most likely 13% No14% May be 31% Increases motivation 5% Increases productivity 62% Increases creativity 2% No benefit
  • 5. VOLUME-V I ISSUE 4 I APRIL 2015 www.content.timesjobs.com Improve your Recruitment Efficiency …. For More Closures Lower turnaround Time TIMESJOBS TRIEDGE PRESENT RECRUITER SKILL CERTIFICATION PROGRAM Enable yourself to beat Your Current Challenges Everchanging Expanding Client Demands Access to the Same Talent Pool The Ever Nego a ng Indecisive Candidate Our Methodology Live Exercises, Demonstra ons, Case-Studies, Role Plays, Debates Videos. Real-world skills for Real-world challenges. Our Trainers 2 Expert Professionals who have worked across mul ple industries in varied roles. Over 4 decades of cumula ve experience both in Talent Aquisi on Training. Ge�ng under the skin of the role and the client organiza on to iden fy the right talent who will get hired Expanding your reach beyond the readily visible talent to unveil the passive candidates Posi oning the role to hold candidate interest and managing expecta ons to ensure successful joining Key Takeaways: To get more details, please visit us at h�p�//goo.gl/0qzZcR 0120-6600720 recruitmentsolu ons@ mesgroup.com
  • 6. VOLUME-V I ISSUE 5 I MAY 2015 www.content.timesjobs.com 6 G AMIFICATION has become a hot emerging trend in business and technology. Using game design and mechanics in non-game contexts to increase user engagement and behaviour adoption instills challenge, payoff and perspective into routine tasks. It taps into instincts that have led to competition and engagement over centuries - our desire to learn, improve ourselves, overcome obstacles and win. Gamification concepts such as simulation, challenges, scoreboards and rewards have been in play for a long time. Games are as old as the Mahabharata, where the outcome of a game of dice overturned the destiny of a subcontinent. The emergence of millennials in the Indian workforce is leading to changes in education, technology and work. They are digital natives who live and breathe online. Games have been an integral part of their lifestyle since childhood and they can relate to the language of gamification. It is imperative for organisations to engage with this group of young and technology-savvy employees to maximize productivity. Studies have shown that gamification really works. Game mechanics and game dynamics are able to positively influence behaviour as they are designed to make players take specific actions. Successful gamification bring together the following factors: n Joy of self-expression: Self- expression converts passive recipients to active participants and games use a‘pull’ approach to create opportunities for learning through experimentation and practice. n Thrill of competition and accomplishment: The adrenaline rush that kicks in at the starting block and the sense of achievement felt upon crossing the finish line are experiences that make games vital. n Real-time assessment: A move in a game provides real time feedback. Individuals get short and long-term feedback, which is important for reinforcing behaviour. This enables players to learn quickly and adjust accordingly. n Developing insights through behavioural business intelligence: Understanding people and their behaviours provides business benefits when making strategic decisions. Data- driven decisions help organisations make informed choices that in turn increase transparency of the organisational processes. Organisations worldwide have made tremendous progress in gamifying HR processes to tap into this trend. Be it through applications they have built that motivate users to learn features of their product sans the routine and boredom associated with training or encouraging employees to use a dedicated portion of their time to pursue ideas of interest that could evolve into the next big product/ service and rewarding them for it. At Deloitte, we have incorporated gamification across a wide range of areas - from talent acquisition strategy to learning development to engagement with professionals. We build ties with students in campuses we recruit from through gamification programmes such as D. Games, the Collegiate Cyber Threat Competitions contest, and The Campus Maverick, our flagship campus connect programme, where over 13,500 students across India’s top business schools participate in a contest comprising business cases and simulations. Our internship programmes too include elements that require interns to connect with teams across the firm, source information and receive points to remain among the top contenders for prizes. In our on-boarding programme, new employees participate in games, act in role-plays and work in groups in simulation. The pedagogy appeals to the audience without diluting the objective of the induction - learning about the company, its beliefs and familiarising employees to different tools and technologies. Ongoing learning and development programmes also incorporate elements of gamification. Organizations need to be innovative in their approach to gamification - be it talent acquisition where one can leverage puzzles, referral programmes and social media; or learning through role-plays and scenarios coupled with e-learning modules and a rewards recognition programmes; or even the realm of employee engagement with programmes such as ideation contests and common fitness goals achieved only through collaboration. Experiences are stepping stones to connections. Real world errors always come at a price. Gamification, on the other hand, creates a fail-safe environment. Players can afford to fail in the process of solving simulated real time business scenarios. Playing games can actually be serious business work, and as they say at the start of the Olympics -“Let the games begin!” The authors are SV Nathan, senior director chief talent officer, and Vikas Gupta, director, of Deloitte Touche Tohmatsu Limited member firms in India A game-changer in recruitment Guest column: Gamification concepts
  • 7. VOLUME-V I ISSUE 5 I MAY 2015 www.content.timesjobs.com 7 TimesJobs.com Bureau S ociety for Human Resource Management (SHRM) organised a first-of-its-kind ‘SHRM India HR Technology Conference Exposition’in Mumbai on April 24. More than 450 delegates, including mid and senior-level HR professionals and corporate leaders from more than 120 organisations and thought leaders from the world, took part in the one-day conference. The event’s agenda focused on addressing evolving workplaces, exponential technology advancements and changing role of HR professionals. The speakers included Jamie Notter, partner, Culture That Works LLC; Abhijit Bhaduri, chief learning officer, Wipro; Raj Raghavan, director, Amazon India; Virginia Sharma, director,-Marketing, LinkedIn; Vivek Madhukar, COO, TimesJobs.com; Unmesh Pawar, global managing director-Talent Acquisition, Accenture; Jeremy Ames, CEO, Hive Tech HR; Prithvi Shergill, chief human resource officer, HCL Technologies; Smriti Ahuja, head-HR and learning, BPS; Alok B. Lall, director-marketing, Microsoft Corporation; and Ramu Govindan, CEO, Its Your Skills. In his keynote address, Jamie Notter of Culture That Works LLC shared his views about how the rise of the millennial generation into management positions will change the way companies operate. He identified four key capacities organisations need to succeed in this new normal. The session also focused on implications for HR leaders who would want to lead this change. In a session on gamed-based learning and gamification, Vivek Madhukar of TimesJobs.com talked about how gamification has become the new way to acquire talent and a game-changer in talent management in today’s dynamic HR world. Sumit Gupta, CEO, Grownout, in his session, highlighted roadblocks faced in referral hiring. He emphasised on a three- pronged referral hiring process involving the recruiter, employee and candidates. He also launched the company’s technology-based solution that aims to negate such roadblocks and create a new referral hiring solution. Arun Dhaka, country sales director, Cornerstone On Demand, India South Asia, talked about future-ready social mobile technology-oriented workspaces. He discussed how the talent technology platform of the future must not be simply a place where employees come to take a course or complete a performance review but rather a destination where employees do their jobs more effectively. He said it must empower them at all levels to be successful in their role and career with social capabilities build into all of talent functionalities. The session with Abhijit Bhaduri of Wipro included a discussion around the combined efforts of CHROs and CTOs meeting the mobility challenge and the growing popularity of smartphones. The session also highlighted the benefits of BYOD (bring your own device) movement while emphasising on the key challenges and the organisational risks linked with it. “While technology has always been considered as one of the tools of HR domain, it is the first time ever that such a platform has been created to brainstorm and assess the impact of technology in ensuring a vibrant, competitive and productive workplace,” said Achal Khanna, CEO, SHRM India Operations. Some of the key trends and topics discussed during the event included ‘Impact of millennial generation in top management and changing cultures in digital age’;‘How to make referral hiring a primary source of recruitment’;‘How to successfully create a social mobile technology oriented workspaces and how CHROs and CTOs together meeting the mobility challenges’. Evolving workplaces and changing role of HR professionals SHRM India HRTechnology Conference Exposition 2015, Mumbai
  • 8. Disclaimer: Information provided in this newsletter shall not be reproduced, published, re-sold or otherwise distributed in any medium without the prior written permission of TimesJobs.com and a clear acknowledgement to TimesJobs.com. Contact: TJinsite, TimesJobs.com, Plot No 6, Sector 16A, Film City, Noida, 201301. Write in to editor@timesjobs.com Copyright ©2015 Times Business Solutions (A division of Times Internet Ltd). All rights reserved. F rench cosmetics and beauty products company L’Oreal has been one of the early movers in using games to attract, hire engage and assess talent. The company is now in its 23rd year of gamification. It first started using games in 1993 to hire young marketing talent. In an interview to TimesJobs.com, Mohit James, director-HR, L’Oreal India, talks about how gamification has changed talent acquisition and management. For your company, gamification has worked best in which area: hiring or engagement or assessment? It has worked for us in all three areas. The process depends upon the company’s linkage with the game - whether it is to attract or assess talent. Gamification works as a great tool to engage with external talent and share information about the company to passive talent. We have been using gamification for 23 years to evaluate, attract and assess talent through our games‘REVEAL’and ‘BRANDSTORM’. Apart from talent acquisition and management, gamification can be used to create competition within employees to achieve target, to reward and recognise, learn and development and gather new ideas. Has gamification (for engagement and hiring) yielded better results than traditional strategies? In traditional strategies, one has to make decision based on short interactions with candidates. For the candidate too, there is a tiny window to understand the company’s culture. However, with gamification, employers and employees get more time to understand each other. Employers are able to assess who they are hiring. The candidate too has enough time to understand the brand, its culture and the profile on offer. There is no element of surprise. We have almost 90 per cent retention rate for talent hired via gamification. What are the advantages of integrating gamification in talent strategy? The first advantage is that organisations can showcase their unique EVP (Employee Value Proposition) to current employees as well as candidates they want to hire in the future. Second, gamification promotes a culture of entrepreneurship, nurtures new ideas and ways to implement them for business success. Third, gamification brings out individuality and helps talent showcase what they believe in. What are the challenges you faced while implementing gamification? The challenges included creating a stronger partnership with the brand and the business. It is important to create a game that identifies with the company’s vision. The other challenges were creating a dedicated team to plan, execute and integrate gamification into talent strategy, having a platform that brings out the strengths of the company and getting business committed to the process. Gamification also consumes time, money and requires lot of pre-detailing and scheduling. Gamification works best for what kind of roles – tech or non-tech? In my view, gamification is agnostic to role type. It works for all types. It will be wrong to say that it works only for tech roles. There are two types of gamifications: face-to-face and online. In today’s world of technology, people find it easier to do things online. However, skills such as marketing a physical contact game are more apt to judge creativity. By our online game, we have hired talent in sales, finance and logistics. (As told to Neha Singh Verma) ‘GAMIFICATION works for all types of job roles’ Interview: Mohit James Director-HR, L’Oreal India IN A GAMIFIED TALENT STRATEGY, EMPLOYERS AND EMPLOYEES GET MORE TIME TO UNDERSTAND EACH OTHER”