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Gamification: Forrester Groundswell Awards 2013 entry

Gamification was developed to engage, enthuse and empower new joiners and to decrease in dropout rates of employees at the time of joining.  This initiative highlighted that the dropout rate was reduced from 10% to 1% amongst the candidates who are playing games.

The premise of the game is to build engagement with the candidates to whom offers have been given. Gamification is the use of game play mechanics for non-game applications, in order to encourage people to adopt the applications. It is about using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems.

About Gamification:
  1. Gamification was a platform for new joiners to collaborate with HCL’s history and employees and know all the information which was required
  2. It was an engaging platform which kept new employees engaged with HCL till the time of joining.
  3. The platform also generates awareness amongst new joiners on HCL’s Culture of Ideapreneurship.

Explain about Gamification​​

Adoption of Gamification has led to certain benefits:
  1. Building connects: This unique platform helps candidate to explore different aspects of HCL Technologies in an amazing format. Each level allows candidate to unfold the hidden stories about the organization. The gamified version of learning not only excites a new joiner but also helps them to engage with the ecosystem of the organization he/she is planning to join.
  2. Incentivizes Learning: Effective game-based learning presents a candidate with a series of individualized tasks tailored to a predetermined goal.  After completing a task, the candidate is rewarded with a new learning opportunity: the ability to ‘level-up’ and play another game.  Gamified learning also incentivizes the efforts of the candidate with achievement badges along with required learning. Consequently, the candidates perspective of learning becomes more tangible and exciting in the gamified situation
  3. Effective User Interaction: Addresses interest levels of Gen Y potential (and existing) employees, and guarantees edutainment. As a result 62% candidates played the game and have also joined HCL.

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DNA of the GAME:

The Gamification module covers generic aspects of HCL which are stated below. These five skills have been converted into Game stops.

  • Employee Growth
  • Employee Work Profile
  • Innovation @ HCL
  • Work Life Balance
  • Culture – Ideapreneurship

DNA of Game

Business Impact:
  • In first three months of the roll out, more than 60% candidates actively played the game and joined the organization.
  • We observed that the probability of a candidate dropping after playing the game is 1.26% as compared to 10.62% candidates who played the game.

3 Objectives

The three objectives that an organization is looking at achieving post this intervention of ours launch the gamification are:

3 Objectives

Here are some experiences shared by Gamification players:

  • Gamification turned my rejection into acceptance!
    “An amazing platform which sheds relevant information about HCL which a new joiner would like to know. Easy to explore and understand. It actually created an interest to be a part of HCL family” – Management Trainee, 25, SIMB
  • Being a part of virtual HCL!
    “Gamification connects with you at the time when a joiner is confused and unaware about the company. This tool gives him/her an insight about the history, culture and business. It is an effective communicator”- Senior Manager, 48, IIM-L
     
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