Rajini, G (2024) Leveraging Gamification for Enhanced Talent Assessment in India’s Science and Technology Sector. In: 2024 2nd International Conference on Advances in Computation, Communication and Information Technology (ICAICCIT), Faridabad, India.
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India’s science and technology sector is at the forefront of innovation, propelling breakthroughs that will define our future. However, these sectors face several hurdles, notably the selection of personnel fitting to the demands. Traditional techniques of talent selection often fall short of capturing the different talents and abilities required for success in this continuously changing environment. Scientific ways of predicting the competence is used only by very few organisations. The selection based on just the technical knowhow doesn’t predict the complex attitude of key positions. This article represents a big effort to transform traditional prospects of talent recruiting and selection in to a scientific way of prediction at India’s most important Research and Development Institutions. Against this context, gamification appears to be a potential approach to predict the competence of recruits. By integrating game design ideas into hiring and selection processes, the organization can select compelling, immersive experiences that not only attract top talents as well as properly assess their capabilities in the Key result areas.
Item Type: | Conference or Workshop Item (Paper) |
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Subjects: | Management Studies > Human Resource Management |
Domains: | Management Studies |
Depositing User: | Mr IR Admin |
Date Deposited: | 28 Aug 2025 09:34 |
Last Modified: | 28 Aug 2025 09:34 |
URI: | https://ir.vistas.ac.in/id/eprint/10946 |