How likely are you to overrate or underrate yourself while appraising yourself?

1. How do you tend to base your opinions while rating yourself?

A. I lay greater emphasis in conforming to my personal expectations
B. I lay greater emphasis in understanding what my boss and peers expect out of me
C. I aim to identify the gaps between my personal expectations and other’s expectations from me

2. What successes do you usually refer while rating yourself?

A. Recent successes, or big wins in the past 1-2 months
B. Successes across the span of my professional career
C. Successes across the last 12 months

3. Which setbacks do you usually refer while rating yourself?

A. Setbacks across the span of my professional career
B. Recent setbacks, or failures in the last 1-2 months
C. Setbacks across the last 12 months

4. How would you rate your skills and competencies?

A. I have skills and competencies that are niche and difficult to acquire commonly
B. I have skills and competencies that others can easily acquire
C. I have skills and competencies that others can acquire with effort and experience

5. How would you rate skills and competencies of your peers and superiors?

A. I can easily acquire the skills and competencies of my peers and superiors
B. My peers and managers have skills and competencies that are extremely difficult to acquire
C. With effort and experience, I can acquire some of the skills and competencies of my peers and superiors

6. How would you rate your cognitive intelligence (grammatical skills, logical reasoning, and humor)?

A. I possess greater cognitive intelligence than my peers and superiors
B. My peers and superiors have greater cognitive intelligence compared to mine
C. My cognitive intelligence is dependent on my experience and exposure to key areas of my occupation

7. How would rate the quality of your education and past experience?

A. My education and past experience is superior to my peers and managers
B. My peers and superiors have worked and studied in larger and more renowned establishments
C. I work for an organization where most others have similar education and past experience

8. How would you rate the social stature of your family?

A. My family is more prosperous and educationally accomplished compared to my peers and superiors
B. My family is less prosperous and educationally accomplished compared to my peers and superiors
C. I work for an organization where most others come from a families with a social stature similar to mine

9. How do you feel about the development gaps in your last review?

A. I strongly feel that I have bridged all development gaps that reflected in my last review
B. I feel that some development gaps still remain
C. My manager and peers are on the same page as I am about my development gaps

10. How do you feel about the work that your team and your organization does?

A. I believe that my team, and the products and services of my organization, are rather mediocre
B. I believe that my team, and the products and services of my organization, have always been the best-in-class
C. I believe that my team, and the products and services of my organization, are at par with the rest of the market

More As indicate the likelihood of over-rating yourself
More Bs indicate the likelihood of under-rating yourself
More Cs indicate the likelihood of a balanced review

The Multi-Player Enterprise

The introduction of game dynamics enhances a critical dimension of enterprise talent management― the aspect of ownership. Needless to say, talent management of the future will be played out in the “multi-player enterprise mode.”

There is an intrinsic association between humans and gaming. Through war for territorial domination, intellectual establishments, or competitive sport, man’s quest for progress and excellence has continually been driven by the urge to compete. From medieval times, mankind has been in an incessant hunt to bring inventive mechanisms to satiate the urge to game.  To game refers to the intrinsic desire of employing one’s mental, emotional, physical, and predatory faculties to achieve an objective or move ahead of competition.

Market estimates peg the size of the global digital video gaming industry alone at a massive $78 billion dollars in size. This excludes all other forms of gaming, such as competitive sport, physical board gaming, and gambling. Added to the fact that is satiates man’s intrinsic competitive desire, gaming transcends into a space where nothing is irrevocable and one has the opportunity for course correction.

It is under this premise that gaming has made an entry into a very unlikely world― the world of HR.I recently spoke to a number of global HR experts on the trends shaping the future of the HR industry. Almost unanimously, all experts agreed that the next wave of transformation and evolution of the HR industry will be driven singularly by technology. While technology is trickling into all aspects of the employee lifecycle, the terrain of “HR gamification” is expected to bring forth the most exciting evolutionary leaps.

While gaming is still in its primitive stages of evolution in the HR world, most believe that there are huge untapped opportunities for enterprises in this space. Owing the nascent state of this segment, very few companies have yet explored the segment of talent management through gaming. Presently, gaming in HR is predominantly employed in three terrains of talent management― employee referrals, collaboration, and health and fitness.

While an element of gaming already exists in an enterprise through employee referrals, there are significant opportunities for improving the effectiveness of an employee referral program through simulation and leaderboard gaming. Exemplar companies have noticed significant ROI from their employee referral programs where an employee takes ownership of the hiring process and is driven by the urge to see a personal initiative through its completion. This is accomplished through gaming platforms where an employee has complete visibility of the stages starting from candidate review to job offer. Leaderboard gaming is a way by which employees compete with one another to emerge as the most effective referrer.

Social collaboration through gaming provides incentives for employees to share knowledge and continually strive for excellence. Very recently Capgemini gamified their entire 120,000 global workforce by creating an “online leaderboard” by employing the UK based technology service company, Leaderboarded. The platform allows the company’s employees to share knowledge, create motivation among colleagues, and also enables managers to guide behaviors.

The third element where gaming has shown demonstrable ROI is in the terrain of employee health and fitness. Global research indicates that the present Indian workforce is expected to face several health and wellness related issues in the coming years. These translate into significant implications for the enterprise’s topline and bottomline. Conversations with various organizations reveal that organizations have witnessed noticeable ROI by employing gaming initiatives for health and wellness. Stepathlon, for example, is one of the most popular gaming platforms that enterprises use to drive the sense of ownership for health and wellness among employees.

While more and more technology service companies are looking to enter this space, a performance management gaming platform called eMee by Persistent Systems provides a pioneering peek into the possibilities of gaming for talent management. eMee is a platform by which an employee can own his entire annual performance management, including productivity and personal development. While leaderboard-type platforms will drive the penetration of gaming into the enterprise HR agenda, it will be holistic systems such as eMee that will pioneer the next generation of performance management practices in enterprises. Needless to say, the coming months will see a number of new-age gaming platforms catering to different aspects of the employment lifecycle. I reckon the enterprise of 2015 to be in multi-player mode!!!