Moving Beyond Identification: Using Gamification To Attract and Retain Talent
Graham H. Lowman
Industrial and Organizational Psychology, 2016, vol. 9, issue 3, 677-682
Abstract:
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.
Date: 2016
References: Add references at CitEc
Citations: View citations in EconPapers (1)
Downloads: (external link)
https://www.cambridge.org/core/product/identifier/ ... type/journal_article link to article abstract page (text/html)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:cup:inorps:v:9:y:2016:i:03:p:677-682_00
Access Statistics for this article
More articles in Industrial and Organizational Psychology from Cambridge University Press Cambridge University Press, UPH, Shaftesbury Road, Cambridge CB2 8BS UK.
Bibliographic data for series maintained by Kirk Stebbing ().