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Gamification as a Sustainable Tool for HR Managers

Author

Listed:
  • Anuj Kumar

    (Apeejay School of Management, Dwarka, Delhi, India)

  • T. Sowdamini

    (Gitam Institute of Management, GITAM, Visakhapatnam, Andhra Pradesh, India)

  • Sanjay Manocha

    (Bharati Vidyapeeth Institute of Management and Research, New Delhi, India)

  • Purvi Pujari

    (Bharati Vidyapeeth Institute of Management Studies and Research, Navi Mumbai, India)

Abstract

The competition in the business field is increasing continuously. The COVID-19 pandemic brings more challenges for organizations. The human resource managers in the organizations face challenges of retention of employees, maintaining mental peace, handling anxiety, fulfilling job demands, and handling the motivation level of the employees. Daily new challenges are coming to the surface. Creativity and innovation have been the need of the hour for since long. COVID-19 pandemic is demanding more creativity and innovations from the organizations and their HR managers. A detailed literature review has been done by taking into cognizance various aspects of gamification as applicable to the Human Resource domain. The objectives of this research are to understand the role of creativity and innovation in the organization's success and identify HR managers' problems during Covid-19. The third and fourth objectives of the paper were to study gamification and its application in various HR functions and to determine how gamification can help achieve sustainable practices in the organizations this paper; the researchers have discussed gamification as a creative and innovative tool that can help human resource managers in dealing with various challenges and help them to achieve the goals of sustainability.

Suggested Citation

  • Anuj Kumar & T. Sowdamini & Sanjay Manocha & Purvi Pujari, 2021. "Gamification as a Sustainable Tool for HR Managers," Acta Universitatis Bohemiae Meridionalis, University of South Bohemia in Ceske Budejovice, Faculty of Economics, vol. 24(2), pages 1-14.
  • Handle: RePEc:boh:actaub:v:24:y:2021:i:2:p:1-14
    DOI: 10.32725/acta.2021.003
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    References listed on IDEAS

    as
    1. Anuj Kumar & Purvi Pujari & Nimit Gupta, 2021. "Artificial Intelligence: Technology 4.0 as a solution for healthcare workers during COVID-19 pandemic," Acta Universitatis Bohemiae Meridionalis, University of South Bohemia in Ceske Budejovice, Faculty of Economics, vol. 24(1), pages 19-35.
    2. Adina Letiţia Negruşa & Valentin Toader & Aurelian Sofică & Mihaela Filofteia Tutunea & Rozalia Veronica Rus, 2015. "Exploring Gamification Techniques and Applications for Sustainable Tourism," Sustainability, MDPI, vol. 7(8), pages 1-30, August.
    Full references (including those not matched with items on IDEAS)

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    More about this item

    Keywords

    Gamification; COVID-19; Human Resource; Innovation; Creativity; Sustainability;
    All these keywords.

    JEL classification:

    • M12 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Administration - - - Personnel Management; Executives; Executive Compensation
    • M50 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Personnel Economics - - - General
    • Q00 - Agricultural and Natural Resource Economics; Environmental and Ecological Economics - - General - - - General

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