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Enhancing Talent Management through Serious Games… M. J. Zahraeifar et al (99


                  themes related to talent attraction and         games,    case    studies,   handicraft
                  development were identified.                    creation,  information  search,  and
                     In   the    subsequent    phase,    a        gamification).
                  questionnaire  was  developed  and                From  the  final  188  themes
                  distributed among a panel of seven HR           identified,  21  codes  were  specific  to
                  experts,  with  data  analyzed  through         talent attraction, 67 codes focused on
                  thematic  analysis.  Out  of  the  16           talent  development,  and  100  codes

                  identified  themes,  three  were  found  to     applied  to  both  attraction  and
                  be  exclusively  beneficial  for  talent        development.  These  codes  served  as
                  attraction,   six   were     specifically       primary  themes,  emphasizing  the
                  beneficial  for  talent  development,  and      importance of serious games in talent
                  seven were effective for both attraction        management  and  their  role  in
                  and  development.  Additionally,  the           enhancing the QWL for organizational

                  panel’s  feedback  highlighted  the             humans  in  the  modern  era.  Based  on
                  importance      of     both      process        these    findings,    the     following
                  effectiveness and audience engagement           recommendations are proposed:
                  in these serious games.                            Utilizing  Group  and  Collaborative
                     The basic themes identified as serious          Games  in  Talent  Attraction  and
                  game  criteria  for  talent  attraction  and       Development:        To      increase
                  development  include  board  games,                engagement  and  efficiency  in
                  information  search,  handicraft  creation,        talent  attraction  and  development

                  group  discussions,  role-playing,  boot           processes,  it  is  recommended  to
                  camps,  gamification,  case  studies,  oral        use games that encourage audience
                  presentations,  gamified  psychological            participation,  such  as  energizers,
                  tests,   storytelling,   escape   rooms,           icebreakers,  board  games,  and
                  educational  icebreakers,  educational             handicraft creation.
                  energizers,  virtual  simulations,  and            Improving  Traditional  Methods

                  educational  nudges.  Of  these,  three  are       with  Purposeful  Games  for  Talent
                  suited solely for attraction (role-playing,        Attraction and Development: Since
                  oral       presentation,        gamified           tools  like  role-playing  and  boot
                  psychological testing), six are designated         camps  were  among  the  most
                  for  development  alone  (educational              commonly used in this study, it is
                  energizers,   educational    icebreakers,          suggested  to  enhance  traditional
                  educational  nudges,  escape  rooms,               methods  by  integrating  purposeful

                  storytelling,  virtual  simulations),  and         games  for  talent  attraction  and
                  seven  serve  both  purposes  (boot                development in organizations.
                  camps,  group  discussions,  board
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