Gamification is the new way to engage and recognize high performing employees. It 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 and development.

Jeanne Meister is a partner in an executive development firm that is helping companies re-define, re-think and re-imagine their corporate recruiting, learning and talent management strategies to prepare for the 2020 workplace. According to Meister, this year gamification inside the workplace is migrating from a few isolated pilot programs to HR departments in Fortune 500 companies launching gamification programs.

They have worked their way into key HR processes in two ways – as a serious game such as like PwC is recruiting new job candidates (simulating the first year on the job) and as 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.

Meister’s article cites Gallup research that shows why companies are increasing their interest in gamification and details how three companies have introduced gaming concepts in their companies.

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