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Enhancing Talent Management through Serious Games… M. J. Zahraeifar et al (93
While definitions in organizational managers, and attendants. The
theory may indicate a universal truth research suggests that other
about organizations, multiple, diverse companies in tourism, hospitality,
theories exist that are not necessarily and related fields might also benefit
consistent with each other (Hatch & from redesigning their human
Cunliffe, 2013). Also, from the resource management processes
perspective of Mulla Sadra, the through gamification.
organizational human exercises will and Pacheco-Velazquez et al (2023)
deliberation (Gaeeni, 2018, p. 105). proposed a collaborative method for
Finally, QWL directly refers to creating serious games, aiming to
conceptualizing a human-centered achieve goals beyond entertainment,
lifestyle within an organization. QWL such as learning, behavior change,
reflects the real conditions of work in or skill development. This structured
the organization, displaying employees' approach increases the likelihood of
unique attitudes and feelings toward producing engaging, effective, and
their jobs (Beaudin & Edgar, 2003). It learning-friendly games. Overall,
is a method that strengthens employee collaborative approaches and active
satisfaction and performance (Rose et learning have emerged as priorities,
al, 2006, p. 61). Accordingly, QWL integrating technological tools.
encompasses methods and approaches Consequently, simulations and
aimed at preserving motivated HR to serious games are seen as effective
achieve optimal performance, strategies in education, offering
productivity, and organizational goals. advantages like enhanced critical
Literature Review thinking, creativity, problem-solving
Fatehi Jefroodi (2023) examined skills, and better retention of
effective criteria within the theory practical knowledge.
of organizational games, which Allal-Chérif et al (2022) investigated
assesses the interactions and the role of virtual reality, artificial
interdependent relationships among intelligence, and augmented reality
multiple decision-makers. games in educational sciences,
Mohammadian et al (2022) studied such as physics. Reviewing studies
the effectiveness of gamification in from 2011 to 2021, they analyzed
recruitment processes, focusing on a common evaluation methods and
tourism company. Their findings assessed their strengths and
indicated that gamified recruitment weaknesses. The results show that
processes were well-received by serious games have improved the
stakeholders, including customers,