Case
【Category】
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Project to Enhance Internal Communication through Gamification
■Higashihiroshima City, Hiroshima Prefecture
[Overview]
On March 26, 2024, we held a “Workplace Communication Activation Seminar” for HR personnel from small and medium-sized enterprises in Higashihiroshima City.
[Challenges]
・Activating internal communication
・Improving retention rates of young employees
・Establishing new methods of intergenerational communication
[Support Provided]
Using the diagnostic content “New RPG Job Diagnosis” jointly developed by Process Japan Co., Ltd. and Wantedly, and our original board game “RPG Job Quest”, we hosted a seminar aimed at enhancing internal communication and strengthening engagement.
The specific program included the following:
① Input: Lecture (by Yukiko Sato, Process Japan Co., Ltd.)
・The shifting values of today’s younger workers (greater diversity and individualism, yet a growing desire for connection and community), and the importance and methods of providing a work environment that supports individuals’ strengths and interests while enabling diverse communication.
・Ways to enhance engagement within companies, organizations, and teams
・An explanation of the psychological theories behind the RPG Job Diagnosis, such as the Big Five personality traits and Adlerian psychology
② Output: Gamification
・Diagnosis Part: Participants experienced the RPG Job Diagnosis set, which incorporates the logic of the RPG Job Diagnosis provided by Wantedly, and were matched with one of 20 job roles based on their personality traits.
・Quest Part: Based on the earlier lecture, participants formed teams with different job roles and worked together to complete missions, utilizing each other’s strengths through cooperative gamified activities.
・Reflection Part: Participants related the rules and logic of the gamification program to modern work styles, translating the “lessons from the RPG world” into important concepts for working in today’s society.
③ Input & Output: Group Discussion
・Individual feedback for team members
・Sharing learnings from both the lecture and the gamification part
・Idea-sharing discussions for implementation within each participant’s own company
・Individual presentations to share ideas
Participants shared feedback such as, “By understanding my own strengths and weaknesses, I want to work together with people who have different traits,” and “I want to create a workplace where young people feel happy to work.”
We will continue to take on the challenge of revitalizing communication, team building, and strengthening organizational engagement through the use of gamification.
>Wantedly Official Page
https://www.wantedly.com/companies/wantedly/post_articles/897133
>New RPG Job Diagnosis
https://rpg-shindan.wantedly.com/

