n Guest column PAGE 6 Chief talent officer and director, Deloitte VOLUME-V I ISSUE 5 I MAY 2015 www.content.timesjobs.com n Interview PAGE 8 Director-HR, L’Oreal India More companies are improving engagement and talent quality through gamification, shows a TimesJobs.com survey Gamification IS GREAT Find TimesJob.com’s career articles, expert advice and tips @www.timesofindia.indiatimes.com, Jobs & Career section 2 TimesJobs.com survey GAME ON! 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 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, G 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 VOLUME-V I ISSUE 5 I MAY 2015 www.content.timesjobs.com 3 What purpose do you use gamification for? Employee engagement Recognition 40% 24% Hiring 20% Screening 16% How long have you been using gamification for the stated purpose? Less than 6 months 69% 6-12 months 10% More than a year 21% What has been the impact on engagement rates? 33% Up by over 10% 47% Up by over 10-20% 20% Up by over 20% What challenges you face in implementing gamification? 33% lack of gamification tools with universal appeal 32% Doesn’t suit all firms 27% Doesn’t appeal to 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? every profile 8% lack of expertise VOLUME-V I ISSUE 5 I MAY 2015 www.content.timesjobs.com 4 TimesJobs.com poll Are employees game for gamification? 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 [ Playing along ] Will you perform a task if it includes game elements? N early 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. 43 % Definitely Most 30% likely 14% May be 13% No How gamification practices will benefit you/your career? [ Creativity matters ] F 31 Increases % motivation 5% 62 Increases % creativity 2% Increases productivity or 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. No benefit VOLUME-V I ISSUE 5 I MAY 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 Our Trainers Live Exercises, Demonstra ons, Case-Studies, Role Plays, Debates & Videos. 2 Expert Professionals who have worked across mul ple industries in varied roles. Real-world skills for Real-world challenges. Over 4 decades of cumula ve experience both in Talent Aquisi on & Training. Key Takeaways: 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 To get more details, please visit us at h�p�//goo.gl/0qzZcR Posi oning the role to hold candidate interest and managing expecta ons to ensure successful joining 0120-6600720 VOLUME-V I ISSUE 4 I APRIL 2015 recruitmentsolu ons@ mesgroup.com www.content.timesjobs.com 6 Guest column: Gamification concepts G A game-changer in recruitment 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: Selfexpression 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. Datadriven 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 VOLUME-V I ISSUE 5 I MAY 2015 www.content.timesjobs.com 7 SHRM India HR Technology Conference & Exposition 2015, Mumbai S Evolving workplaces and changing role of HR professionals TimesJobs.com Bureau 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 threepronged 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’. VOLUME-V I ISSUE 5 I MAY 2015 www.content.timesjobs.com Interview: Mohit James Director-HR, L’Oreal India ‘GAMIFICATION works for all types of job roles’ F IN A GAMIFIED TALENT STRATEGY, EMPLOYERS AND EMPLOYEES GET MORE TIME TO UNDERSTAND EACH OTHER” 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) 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 [email protected] Copyright ©2015 Times Business Solutions (A division of Times Internet Ltd). All rights reserved.
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