The engagement problem in hybrid work

Employee engagement drives productivity and a healthy culture, yet many organisations struggle with it. 54% of employees feel unengaged at work, and 17% are considered "actively disengaged".

How HR leaders can use virtual worlds for hiring, engagement and training

The move to remote work during the pandemic made this harder. It is difficult to keep 20 people engaged on a flat video call. Some people do not like appearing on camera, and a video call does not simulate a real-life situation. That is why some companies have turned to immersive, 3D platforms.

Employers and employees are open to it

A study of 1,500 employees and 1,500 employers in the US, conducted by ExpressVPN, found that "nearly 3 in 5 employees and 4 in 5 employers are interested in an immersive workforce". It also found that "66 percent of employers are excited about the metaverse, and 46 percent of employees share the same excitement".

In November 2021, Lenovo surveyed 7,500 working adults in the United States, the United Kingdom, Brazil, Singapore, China and Japan. Nearly half (44%) said they were willing to work in the metaverse.

Five ways HR can use immersive environments

Recruitment

Immersive experiences help HR attract younger candidates who value new kinds of experience, and help companies compete with large global recruiters. Virtual meeting rooms, conference halls and social spaces that closely resemble real ones allow useful one-to-one conversations with candidates before anyone travels.

Onboarding

Give ten new employees a PDF about the company and they will be distracted within ten minutes. A better approach is to let them walk through a 3D hall or gallery with 20 interactive stands where they explore the company at their own pace.

Retention

Some employees left their jobs because they preferred remote work. Immersive social and recreational spaces let HR offer a workplace that better suits those needs.

Distance collaboration

Virtual spaces give a convincing sense of presence when colleagues are apart. Meetings, briefings, presentations, training sessions and events can all run there.

Training and development

Interactive environments can teach new skills, promote company values and build trust between staff and management. Everything is measurable: time spent, engagement levels and leaderboards give a justification for the investment that goes beyond a survey.

Examples from large companies

  • Infosys held its flagship programme for the children of employees entirely in a virtual world. More than 100,000 participants joined live workshops, virtual games, live shows and virtual tours.
  • KPMG built an innovation hub in virtual reality where its partners could experience the metaverse first hand.
  • Accenture and Siemens have set up virtual offices, virtual recruitment fairs and virtual retreats.
  • Fidelity Investments has held an event in the metaverse.

How to apply it: three things to settle first

  1. Pace of adoption. Large businesses need to move quickly, or they risk losing talent to more agile competitors.
  2. Purpose. Use immersive spaces to engage employees, not to monitor and control them.
  3. Quality of experience. The experience must match what employees, especially younger ones, are used to from consumer apps and games.

The approach is flexible. It can add to real-world experiences or run entirely virtually, and it suits everything from company-wide events to department-specific training. Start with one use where engagement is weakest, measure it, and expand from there.

Next step

If you want to improve onboarding, engagement or training across your plants and offices, talk to our team about immersive and gamified options.

First published on the Metaverse911 blog.

FAQ

Frequently asked questions

How can HR leaders use virtual worlds and the metaverse?

HR leaders can use virtual worlds and immersive environments in five ways: recruitment, onboarding, retention, distance collaboration, and training and development. Virtual meeting rooms, conference halls and social spaces allow one-to-one conversations with candidates, 3D halls let new joiners explore the company at their own pace, and interactive environments teach skills with measurable engagement data.

Are employees and employers open to working in an immersive workplace?

Surveys suggest employees and employers are open to immersive workplaces. An ExpressVPN study of 1,500 employees and 1,500 employers in the US found nearly 3 in 5 employees and 4 in 5 employers interested in an immersive workforce. A Lenovo survey of 7,500 working adults in November 2021 found 44% willing to work in the metaverse.

Which large companies already use virtual worlds for employees?

Several large companies use virtual worlds for employees. Infosys held its flagship programme for employees' children entirely in a virtual world, with more than 100,000 participants. KPMG built an innovation hub in virtual reality for its partners. Accenture and Siemens have set up virtual offices, recruitment fairs and retreats, and Fidelity Investments has held an event in the metaverse.

How does virtual onboarding in a 3D hall improve on a company PDF?

Virtual onboarding in a 3D hall keeps new employees more engaged than a company PDF, which can lose their attention within ten minutes. Instead, new joiners walk through a 3D hall or gallery with interactive stands and explore the company at their own pace. Time spent and engagement levels can be measured, giving HR data beyond a survey.

What should HR settle before adopting immersive spaces for employees?

Before adopting immersive spaces, HR should settle three things: pace of adoption, because large businesses risk losing talent to more agile competitors; purpose, using the spaces to engage employees rather than monitor them; and quality of experience, which must match what younger staff expect from consumer apps and games. Start with one use where engagement is weakest and measure it.

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