Moving Beyond Identification: Using Gamification To Attract and Retain Talent

被引:9
作者
Lowman, Graham H. [1 ]
机构
[1] Univ Alabama, Dept Management, 361 Stadium Dr, Tuscaloosa, AL 35487 USA
来源
INDUSTRIAL AND ORGANIZATIONAL PSYCHOLOGY-PERSPECTIVES ON SCIENCE AND PRACTICE | 2016年 / 9卷 / 03期
关键词
DOPAMINE; REWARD; FIT;
D O I
10.1017/iop.2016.70
中图分类号
B849 [应用心理学];
学科分类号
040203 ;
摘要
As noted in the focal article (Chamorro-Premuzic, Winsborough, Sherman, & Hogan, 2016), recent advances in technology have provided new tools for talent identification; however, identification alone is not enough to win the war for talent (Chambers, Foulon, Handfield-Jones, Hankin, & Michael, 1998). Big data, social media, and mobile apps provide access to previously untapped information about individuals; unfortunately, that information has limited value if it cannot be used to attract and retain the top talent it identifies. Therefore, new tools for talent identification must also be vetted for how well they provide human resource (HR) practitioners a means for attracting top talent and retaining that talent. Although far from a silver bullet, gamification opens the door for collecting information on an individual's talent potential while also fostering organizational attraction and employee retention.
引用
收藏
页码:677 / 682
页数:6
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