Consilium Vol 1Oct 2014-Inaugural Issue | Page 19

same competition is conducted within the organization which enhances employee engagement. Deloitte has also used gamification for knowledge sharing. A mobile app similar to the location sharing app foursquare was created. It rewarded the employees for checking in and allowed them to share who they were with, what they were doing and where they were. According to Deloitte they have seen an increase in knowledge sharing, and “Better alignment between the company and its employees”, hence reducing turnover. Fig3 Deloitte Leadership Academy – Simplified Use Case. Effectiveness and Issues: According to Gartner, three objectives must be fulfilled in order for gamification to be effective1. Clarity in Goals and Roles 2. Clarity in Narrative and Interface 3. Accelerated Feedback But not all employees have the same goals or roles. Motivation for each person is different and therein lies the problem of acceptability of a gamified system. Any such process in HR would most likely be viewed in negative light rather than an engaging tool. Most business leaders feel that translating the concept of gamification to employee’s business processes in a way that engages them, and results in productivity still seems elusive despite existing implementations. Geographies also play an important role in game design for organisations. Hofstede’s dimensions rate India high on power distance and collectivism, making its games markedly different from the games played in individualist cultures like the US. Thus, for India, role based and hierarchy based access need to be incorporated into gamified processes. Another issue is that the current gamified systems are considered superficial and are dubbed as ‘Pointsification’ systems. Merely points or rewards don’t result in enhanced output. Providing an in-product marketplace to convert those points into goods and services is a great way of motivating employees especially those in sales jobs. The rewards should be in line with employees expectations as well as proportionate to the task that they need to accomplish. The focus needs to be on employee psychology and personality . More extreme critics also term it as ‘Exploitationware’- A way to replace real rewards like money with fictional ones. Companies would start using virtual techniques of motivation that result in no tangible rewards. It would be akin to tricking employees and would undermine the employee-employer relationship, ultimately resulting in loss of productivity to both sides. Hence, honesty and transparency is extremely important while implementing these systems. Conclusion: While organisations have been slow in adopting gamification, especially in India, there are third party recruitment agencies which are incorporating game elements into their systems. Additionally, it has found increasing acceptance in the areas of learning and development as illustrated by Deloitte Leadership Academy and also recruitment as illustrated by Mahindra War Room, L’Oreal Brandstorm. The concept is equally applicable in other areas of HR. However HR managers need to understand that motivation is more than just points or badges and ensure that ethics or labour laws are not compromised when systems are gamified. Figure 4 L’Oreal also uses gamification for recruitment 17 October 2014 |CONSILIUM