Gamification in Talent Assessments and Competency Management is an engaging mechanic to include games, events, episodes, drama, simulations, experiences, creativity, design thinking, acts, attitudes, technology, learning styles, goal orientation, reward desires, human needs, social interactions, senses to high potential talent, employers, experts, analysts and assessors to collaboratively build talent scenarios for a leadership pipeline. A game designing process of evolution and feedback that is inclusive, behaviorally energizing, fun and learning oriented. It offers players to build upon existing tech platforms and Talent Management - HRIS systems to actively integrate evaluation behaviors to analytics, intelligence, social collaboration, automation to leadership competency and performance based team working. Gamification strives to build upon people's desire to express, seek identity, contribute, reach out to and offer rewards in an innovative way. The author builds upon a proprietary IP called RiiMagine - www.RiiMagine.Com - that focuses on a Gamified Talent Management Solution, from Hire to Retire (Plan to Prepare to Perform) but more specifically in regard to an impact of personality to content and behavior based learning, contributing and growing.
Best of Gamification offers organizations strategic mechanisms to integrate Behavioral Competencies to HRM systems, technology interfaces, social processes, analytical evaluation, predictions by actively engaging staff associates to make decision impacting themselves consciously. Gamified processes are device agnostic, culture sensitive, artificial intelligence dependent and provides a competitive landscape for an inclusive talent management program including a succession and career oriented leadership building.
