Gamification as an Improvement Tool for HR Management in the Energy Industry—A Case Study of the Ukrainian Market
Abstract
:1. Introduction
2. Literature Review
- External gamification—aimed at consumers in order to increase their loyalty and company revenue. This type of gamification is used on groups of individual clients who already use the company’s services and who benefit from the gamification at the same time.
- Internal gamification—aimed at company personnel to increase their productivity. Additionally, this group is equally important regarding gamification tools, because when implemented by competent HR management, they enable the dynamic development of the company by acquiring suitably qualified employees as well as ensuring the best use of their potential.
3. Methodology
- A literature review—The literature review focused on the application of gamification in the energy industry and the identification of the lack of examples in the literature on the use of this method in HR management in energy companies. The review was based on literature from around the world. The selection of primary literature was based on databases (Elsevier Scopus, Elsevier ScienceDirect, Google Scholar, BazTech) and the available publications. The choice of literature was associated with the use of a few keywords: “gamification”, “gamification in energy sector”, “HR management”, “energy management”, “energy”, and “smart grids”. The literature review also helped to prepare the survey.
- Market analysis—The purpose of the market analysis was to investigate the sense and value of gamification in HR management. In the framework of this usage method, the results of international investigations on gamification actuality and its role were studied, and a survey was conducted with Ukrainian respondents to determine how familiar they were with gamification.
- Synthesis—Information was gathered to create conclusions and recommendations regarding the advantages of gamification, principles of gamification, and directions and methods for gamification implementation into practice in the energy sector based on the results from various sectors.
- Prototyping of the learning process using simulation models on examples of energy companies.
- Results and recommendations of using gamification in the energy industry.
4. Results of the Ukrainian Market Analysis
- The principle of effective management, which ensures the achievement of goals, directing activities within the criteria of minimizing the cost of resources as well as maximizing revenues from digitization processes;
- The principle of optimality, which provides for the consistent implementation of tasks related to the digitalization of the enterprise within the entire system and by individual elements;
- The principle of complexity, which takes into account the priorities of digitalization, ensuring the interaction and level of implementation of tasks related to digitalization in each area or field of activity;
- The principle of flexibility, which allows one to adapt to the needs of digitalization in a timely manner;
- The principle of security, which provides implementation measures for cybersecurity and for the protection of personal data, confidential information, etc.
- Encouraging employees to evolve and adopt to a new digital tool such CRM (Customer Relationship Management), digital workplace, service management, ERP (Enterprise Resources Planning), internal, etc.;
- Improving employee productivity using competition driven by games for stronger motivation;
- Determining gamification start-up and performance, as well as a strategic plan for its implementation by successfully involving employees in new processes and practices;
- Tracking and evaluating individual performance through evaluation by rankings, levels, or statuses and developing reward systems that meet each employee’s need for recognition;
- Encouraging knowledge sharing and creating healthy competition in order to promote a positive approach to transformation within the company;
- Engaging communities of managers or ambassadors to make them change management representatives.
- Competition: In competitive mechanics, there is one winner. This method will help to motivate employees and encourage them to improve the quality of their work. Over the course of the game, it is possible for the employees to accrue points, to create publicly accessible tournament tables, and to cover a course of competition in social networks. The main advantage of competitions is that they increase the overall level of quality and speed of work, identifying a leader in the team.
- Win-Win strategy: There are no winners or losers in such games, and they allow the players to reach the maximum number of participants. Employees can be rewarded with badges of different levels, depending on the quality of work performed. It is very important not to forget about the visualization of awards. All employee achievements should be kept in an accessible place. The best option is to place the awards in the employee’s profile on the Internet, and the news that an employee has received the award can be public.
- Aesthetics: Employee achievements should be aesthetically visualized. Diagram and graph formats used to be popular, but this format is now considered obsolete. Instead, ratings can instead be depicted in the form of a tree that grows and becomes more fertilized as the employee increases their knowledge or that dries up if it does not develop. This visualization will allow the employee to clearly see their results and determine the vector for further development.
- Quests: Quests not only help to find a leader in the team, but also to unite the team. Employees are united by common problems; together, they look for ways to solve a certain problem, bringing them closer to the team as a result.
- Employees may feel that “only figures matter, they (i.e., company managers) do not take into account the person, the human”.
- Employees reported “gamification challenges as being a source of stress because their poor performance may cause them to get fired”.
- One employee expressed wariness of privacy breaches and potential shaming as a result of gamification.
- Some of the respondents expressed opinions that the extra pressure to succeed and win might push some employees to cheat.
- It was suggested that personal job performance is subjective, and some people consider their performance to be better than what is indicated by objective performance indicators.
5. Discussion
6. Conclusions
- −
- The analyzed literature shows that the role of gamification is increasing in HR management. Current applications involve the presentation of simulation samples in HR management, which can be used for learning purposes at energy companies.
- −
- Using elements of games and social networks for personnel management to explore the use of gamification tools in HR management has indicated that it has become a powerful instrument in increasing personnel engagement and the efficient performance of professional tasks, meaning that it could be recommended for application in the energy sector, where this type of management tool is missing.
- −
- Considering different types of gamification provides possibilities for determining the principles of gamification in terms of the rules players have to follow to achieve the goals of the activity put into a game.
- −
- There are many methods and mechanics that are used for gamification in HR management that could also be used at energy companies: the competition method to motivate employees and encourage them to improve the quality of the work; the Win-Win strategy, a method that rewards employees depending on the quality of work performed; aesthetics and emotional coloring, a method that uses an aesthetically visualized measure of the employees in the enterprise; and quests, a method that helps to not only identify a team leader but to also unite the team by resolving common situations and participating in the decision making process.
- −
- One limitation that was mentioned in the HR management context was that the team representatives could be from multiple generations, meaning that the manager would have to determine each employee’s individual level of technical skills and to decide if they would be able to use the game as a performance indicator.
- −
- This study presented a prototype of a simulation developed using appropriate software that could be used in energy companies, showing that gamification is relevant for not only HR management needs at the enterprise level, but that it could also be used for education processes at universities as well.
- −
- Relevant measures were proposed for gamification implementation at the organizational level, such as learning, creating and evolving appropriate digital platforms, ensuring that these actions were compliant with the organization’s strategy and plans, enhancing of the gamification environment, and motivating employees to be engaged in the gamification process to fulfil HR management functions. Gamification should be considered in the context of digital transformation, as shown in the example of energy companies.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Conflicts of Interest
References
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The Example of Game Elements Utilization | Description |
---|---|
Study of energy consumer behaviour | Built an app that will be used to engage the energy consumer, enabling them to understand and change theirbehaviors related to energy consumption [47] |
Study of the interactions of people or groups of people with energy consumption | Gamification for energy consumption through user involvement in a game-oriented way. Through cooperation and competition, the applications motivate users to achieve energy efficiency goals. Moreover, gamification techniques are a fundamental element of smart energy meters [48] |
Design of strategies that optimize energy consumption | By 2019, companies around the world are expected to have spent a total of USD 2.1 trillion on digital transformation. |
Motivate energy consumer behaviour towards energy use | Utility-sponsored energy challenges that reward customers for reducing their energy use as dramatically as possible [48] |
Simulations for procedural learning about carrying out the right safety procedures in servicing wind turbines and for the use of different equipment | Usage of an interactive simulation program that would help trainees learn how to perform necessary actions inside the wind turbines and to do so in the right order. The trainee demonstrates their skills to move on in the game [49] |
The Questions of the Survey | The Result of the Survey | ||
---|---|---|---|
Familiarity with gamification | 30% know about it | 27.5% do not know but have heard about it | 42.5% do not know |
Experience with gamification | 60% have | 40% have not | |
Enterprises that use gamification | Ukr Post, Vodafone UA, KFC, Alfa Bank, Teple misto, Interpipe, cafe “Desiatka”, McDonald’s, PwC, “Nova Poshta”, Netpeak, Promavtomatika Vinnytsia, Silpo, Furshet, 100ok and ATB. | ||
Tool efficiency | 72.5% confirm the effectiveness of gamification | 27.5% against its efficiency | |
Influencing the relationship of staff | 71.4% confirmed the impact of it, of which 72.2% was positive and 28.2% negative | 28.6% said that there was no impact | |
Methods of gamification | Quests, accrual of rating points for completed tasks and the opportunity to receive award for it, strategic, situational and corporate games and tournaments, simulation games for training and stimulants. |
Indicators for Assessing the Level of Digitization | Enterprises | ||
---|---|---|---|
JSC “Prykarpattyaoblenergo” | PJSC DTEK Kyiv Regional Electric Networks | PJSC “Lvivoblenergo” | |
Indicators of digital infrastructure | |||
The number of computers used in the company per 100 employees | 9.3 | 38.6 | 17.4 |
Number of specialized programs at the enterprise | 14 | 27 | 17 |
Indicators of logistics | |||
The share of equipment with Internet access in the total volume of equipment | 0.96% | 2.64% | 1.02% |
The share of artificial intelligence equipment in total equipment | 0 | 0.05% | 0 |
Indicators of labor resources | |||
The share of employees with IT education | 8.4% | 13.2% | 8.2% |
The share of employees who use digital technologies at work | 4.8% | 5.1% | 4.9% |
The share of employees trained in digital literacy | - | 10.8% | 6.3% |
Financial indicators | |||
The share of digital technology costs in the overall cost structure | 2.4% | 7.8% | 3.5% |
The share of training costs, training of employees in digital literacy in the overall structure of staff training costs | - | 45.6% | 62.3% |
Organizational and managerial indicators | |||
The share of managers with IT education in the management structure of the enterprise | 4.5% | 6.2% | 3.8% |
The share of digital document flow | 32% | 39% | 35% |
Functions of HR-Management | Advantages of Using Gamification |
---|---|
Staff appraisal | Enterprises and organizations that use gamification methods, based on the experience of the pioneers in using this instrument HR, potentially have advantages in different areas of management. The use of the mentioned methods of gamification in personnel management is aimed not only at increasing productivity, but also forcing employees to increase motivation. |
Motivation | 1. Visualization of the employee results 2. Operational feedback on staff results |
Training and staff development | 1. Determining the direction of team development and each employee individually and stimulating their activities towards these directions 2. Increasing the involvement of staff in the work of the company |
Corporate culture and internal communications | 1. Involvement of employees in the training process without administrative efforts. 2. Softskills development for staff: uniting employees with a common idea; involvement in teamwork; identification and development of leadership qualities in employees. 3. Assimilation of a certain sequences of actions (up to automatism); the formation of correct behaviour. 4. The use of game techniques in the formation of the personnel efficiency. |
Directions of Digital Technologies Introduction | Measures to Improve the Work of Staff |
---|---|
Development of digital literacy and digital competencies of employees | 1. Formation of necessary digital competences list and skills for the work of the enterprise. 2. Determining the level of inconsistency in the digital competence of employees and the tasks they perform. 3. Development of a program for the development of the digital competencies of the staff. 4. Staff training. |
Automation of personnel processes | Implementation of personnel accounting automation software (For example, PersonPro 2.0 and PersonPro 2.0 SQL, jSolutions cloud system) |
Introduction of HR-analytics | 1. Consolidation of employee data from disparate sources (spreadsheets, documents) into a single database—central storage). 2. Creating a personnel control panel (a visual representation of information). 3. Creating an HR analyst position. 4. Building analytical capabilities and using HR analytics in practice. |
Creation of “digital” jobs | 1. Defining a list of positions whose functions can be performed on the basis of a “digital” workplace. 2. Providing the workplace with devices and access tools (laptops, Internet). 3. Replacement of individual positions on the basis of “digital” workplace technology. |
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Polyanska, A.; Andriiovych, M.; Generowicz, N.; Kulczycka, J.; Psyuk, V. Gamification as an Improvement Tool for HR Management in the Energy Industry—A Case Study of the Ukrainian Market. Energies 2022, 15, 1344. https://doi.org/10.3390/en15041344
Polyanska A, Andriiovych M, Generowicz N, Kulczycka J, Psyuk V. Gamification as an Improvement Tool for HR Management in the Energy Industry—A Case Study of the Ukrainian Market. Energies. 2022; 15(4):1344. https://doi.org/10.3390/en15041344
Chicago/Turabian StylePolyanska, Alla, Maksym Andriiovych, Natalia Generowicz, Joanna Kulczycka, and Vladyslav Psyuk. 2022. "Gamification as an Improvement Tool for HR Management in the Energy Industry—A Case Study of the Ukrainian Market" Energies 15, no. 4: 1344. https://doi.org/10.3390/en15041344
APA StylePolyanska, A., Andriiovych, M., Generowicz, N., Kulczycka, J., & Psyuk, V. (2022). Gamification as an Improvement Tool for HR Management in the Energy Industry—A Case Study of the Ukrainian Market. Energies, 15(4), 1344. https://doi.org/10.3390/en15041344