Consilium Vol 1Oct 2014-Inaugural Issue | Page 18

“It’s not about ‘gamifying.’ It’s about driving revenue, saving costs, making people more efficient.”- Bob Marsh, CEO LevelEleven Student activity in most B-schools reaches its peak this time of the year as top recruiters launch their case study competitions. While the students rush around in a frenzy trying to analyse, interpret and present their way to PPO’s/PPI’s, the companies too aim to attract the best talent from across the country. Case in pointMahindra War Room. Mahindra uses game elements of points, levels and awards in order to attract and identify potential candidates for its GMC program. Recruitment processes are time consuming and tedious for both the recruiter and recruitee. Measures such as the one taken by Mahindra, make this process engaging. That’s gamification in its essence. Gamification is the use of game elements to increase engagement in purposeful activity. It serves as a tool for intrinsic reinforcement of employees and organ \