Gamification as a Technology of Human Resource Management in Innovative Companies

Gamification as a Technology of Human Resource Management in Innovative Companies

Authors

Keywords:

Gamification, game technologies, gaming techniques and tools, innovative companies, social technology, HR practices

Abstract

A special role in management of innovative organizations is played by management of employees with a high level of qualification and high demands on the place of work and working conditions. A relatively new approach to managing personnel employed in the innovative sphere is gamification which can be defined as using gaming techniques and tools in solving human resource management tasks. The purpose of the article is to clarify the range of tasks, to determine the directions and conditions for the successful use of gamification in human resource management in innovative organizations. An analysis of the experience of Russian and foreign innovative organizations has shown the relevance of using gaming techniques and tools in solving the tasks of recruiting talented employees, in increasing the level of staff motivation and involvement, in training and developing employees, and in creating conditions and specific atmosphere conducive to the disclosure and realization of their professional and creative potential. From an approach to solving one-time tasks, gamification is gradually turning into a carefully thought-out sequence of stages and actions aimed at implementing a set of tasks of human resource management on an ongoing basis. It indicates its “technological” nature, compliance with the signs of social technology. Its successful implementation in practice is facilitated by support from management, availability of a technical base, software and specialists necessary to administer the online modules of a game or a series of games, as well as assistance of game technicians, so called gamificators, methodologists and the other experts in development of scenarios and game mechanics. The need to involve a whole team of specialists in the implementation of the gamification initiative is one of the limitations of its use in small and medium-size innovative organizations.

Author Biography

Ekaterina V. Batovrina, Lomonosov Moscow State University

PhD, Associate Professor, School of Public Administration, Lomonosov Moscow State University, Moscow, Russian Federation.

Batovrinaev@spa.msu.ru 

References

Адизес И. На пороге управленческой революции // Harvard Business Review. Россия. 2017. Январь — февраль. С. 12–13.

Антипова А.С. Геймификация как инструмент подбора персонала банка // Современные исследования проблем управления кадровыми ресурсами: сборник научных статей и тезисов выступлений I Международной научно-практической конференции. 2016. С. 27–31.

Асаул А.Н., Асаул М.А., Ерофеев П.Ю. Культура организации: проблемы формирования и управления. СПб.: Гуманистика, 2006.

Вербах К., Хантер Д. Вовлекай и властвуй. Игровое мышление на службе бизнеса. М.: Манн, Иванов, Фербер, 2015.

Ветушинский А. Больше, чем просто средство: новый подход к пониманию геймификации // Социология власти. 2020. Т. 32. № 3. С. 14–31. DOI: 10.22394/2074-0492-2020-3-14-31

Гуреева Е.Г., Летова Я.С. Геймификация как новый способ мотивации сотрудников // Актуальные проблемы экономики и управления на предприятиях машиностроения, нефтяной и газовой промышленности в условиях инновационно-ориентированной экономики. 2021. Т. 1. С. 167–172.

Маркеева А.В. Геймификация в бизнесе: проблемы использования и перспективы развития // Лидерство и менеджмент. 2015. Т. 2. №3. С. 169–190. DOI: 10.18334/lim.2.3.596

Попиков А.А. Геймификация как направление повышения эффективности деятельности организации // Вестник Воронежского института экономики и социального управления. 2020. № 1. С. 83–85.

Сафронова Ж.С., Генкин И.О. Теоретические аспекты геймификации — инновационного инструмента управления персоналом современной фармацевтической компании // Международный научно-исследовательский журнал. 2021. № 2-2. С. 85–90. DOI: 10.23670/IRJ.2021.103.2.048

Уэлч Дж., Бирн Дж. Джек. Мои годы в GE. М.: Манн, Иванов, Фербер, 2011.

Щелкунова С.А., Казеева Е.М., Шагарова М.С. Геймификация как механизм повышения лояльности персонала в холдинге ОАО «РЖД» // Вестник СамГУПС. 2016. № 2. С. 91–94.

Dale S. Gamification: Making Work Fun, or Making Fun of Work? // Business Information Review. 2014. Vol. 31. Is. 2. P. 82–90.

Humlung O., Haddara M. The Hero’s Journey to Innovation: Gamification in Enterprise Systems // Procedia Computer Science. 2019. Vol. 164. P. 86–95. DOI: 10.1016/j.procs.2019.12.158

Hussain S., Qazi S., Ahmed R., Streimikiene D., Vveinhardt J. Employees Management: Evidence from Gamification Techniques // Montenegrin Journal of Economics. 2018. Vol. 14. Is. 4. P. 97–107. DOI: 10.14254/1800-5845/2018.14-4.7

Raftopoulos M., Walz M., Greuter S. How Enterprises Play: Towards a Taxonomy of Enterprise Gamification // Proceedings of DiGRA2015: Diversity of play: Games — Cultures — Identities (Lüneburg, Germany, 14–17 May 2015). Lüneburg: DiGRA, 2015.

URL: https://www.researchgate.net/profile/Marigo-Raftopoulos-2/publication/274963385_How_enterprises_play_Towards_a_taxonomy_for_enterprise_gamification/links/552de2610cf2e089a3ad9200/How-enterprises-play-Towards-a-taxonomy-for-enterprise-gamification.pdf

Roth S., Schneckenberg D., Tsai C.-W. The Ludic Drive as Innovation Driver: Introduction to the Gamification of Innovation // Creativity and Innovation Management. 2015. Vol. 24. Is. 2. P. 300–306. DOI: 10.1111/caim.12124

Ruhi U. Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification // Technology Innovation Management Review. 2015. Vol. 5. Is. 8. P. 5–16. DOI: 10.22215/timreview/918

Zichermann G., Cunningham C. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol: O’Reilly Media, 2011.

Published

2022-10-30

How to Cite

Gamification as a Technology of Human Resource Management in Innovative Companies. (2022). Public Administration. E-Journal (Russia), 95, 209-222. https://spajournal.ru/index.php/spa/article/view/120

Issue

Section

Scientific articles

Categories

How to Cite

Gamification as a Technology of Human Resource Management in Innovative Companies. (2022). Public Administration. E-Journal (Russia), 95, 209-222. https://spajournal.ru/index.php/spa/article/view/120

Similar Articles

1-10 of 236

You may also start an advanced similarity search for this article.

Loading...