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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