20 Jan Great Resignation – How Gamification Can Help
What is now being labeled as the “Great Resignation” by some experts has become a major problem for many organizations nationwide. Americans are quitting their jobs in record numbers, with November reaching an all-time monthly high of 4.5 million resignations according to newly released data from the U.S. Department of Labor. That figure surpasses the previous monthly high of 4.4 million resignations in September. That’s 150,000 resignations every day.
According to recent data from the U.S Department of Labor, the turnover rate in 2021 was 57.3%, more than double the rate seen in the years prior to the pandemic. “The cost of replacing an individual employee can range from one-half to two times the employee’s annual salary,” Shane Mcfeely and Ben Wigert state in the Gallup article “This Fixable Problem Costs U.S. Businesses $1 Trillion” and according to them “that’s a conservative estimate.”
This means that an organization with 100 employees, providing an average annual salary of $50,000 could see annual turnover and replacement costs of $1.4 million to $5.7 million. That kind of expense this “Great Resignation” brings can be truly detrimental to many organizations, especially those that are already experiencing economic hardship due to the pandemic.
How to Mitigate Great Resignation using Gamification Tools
Throughout the pandemic, people have been slowing down and spending a lot more time at home. This “Great Resignation” is also the result of people analyzing and reevaluating their lives, work, job fulfillment, and work-life balance. Therefore, it is now more important than ever for organizational leaders to be inconsistent connection and communication with their employees.
Learning to understand the needs of team members and working to meet those needs can help organizations maintain their employees and improve overall organizational well-being.
GoodGames offers several different game-like experiences and tools that are specifically designed to help identify and address underlying issues within an organization. These tools can be used to highlight even the softest voices within a company, making sure that everyone feels seen and heard.
RANT is a great example of a game-like experience that helps organizations to do this. In RANT Part 1, participants get 90 seconds to type out (in ALL CAPS) their rants. Using anywhere from three words to a full sentence, employees are encouraged to provide anonymous and candid feedback on a topic or theme. Participants can also see other rants in real-time creating a feedback loop that leaves no stone unturned.
In Part 2, participants are challenged to read through the rants choosing ones that resonate with them. Inspired participants can then change a word, a few words, or completely rewrite the rant to transform it into a positive statement.
Participants then vote on their favorite modified rants. Voting bubbles up the most resonant statements revealing the best solutions to the issues at hand. RANT takes the candid nature of social media commenting and introduces a change of perspective that encourages people to reframe negative words and concepts into positive solutions. RANT gives every participant a voice and leads to candid discussions about the issues teams are dealing with.
What this data suggests to us is that people want growth, development, and to enhance their quality of life, most especially in their work life. Gamification tools can help companies and organizations to avoid experiencing this “Great Resignation”.