Re-Imagining Human Resources in Metaverse
Re-Imagining Human Resources in Metaverse
Re-Imagining Human Resources in Metaverse
The pandemic has ushered in whole new work culture, speeding up the virtual world of work and
ushering in the 2-dimensional workspace. To stay ahead of the curve, businesses have chosen a
hybrid workforce strategy or remote working. While most employees are seated in front of a flat-
screen, making back-to-back client conversations or having a virtual team coffee session, the central
aspect lacking is the pleasure of having a human connection.
Most organisations are still attempting to bring the complete human experience back to life, and this
has become an ongoing issue for them. However, based on recent Metaverse acquisitions, advances,
and investments, the HR gamut has a very high chance of transitioning into this domain.
Leading worldwide firms like Siemens and Hyundai are already using the Metaverse to recruit and
manage their employees. While we now have the ability to hire people from all over the world, the
Metaverse will allow us to tap into a larger pool of talent, breaking down geographical barriers in the
workplace. Candidates can have the opportunity to be interviewed and onboarded in a three-
dimensional virtual environment. This allows them to enjoy an immersive experience while learning
about the company's culture and principles. New hires will be able to quickly establish rapport, trust,
and professional ties with their co-workers. Employees are more likely to be enthusiastic about
starting their journey if they have a positive onboarding experience. Furthermore, virtual reality (VR)
can be utilised to screen potential candidates by modeling and testing the analytical skills needed for
the position.
When compared to the existing trend of remote/hybrid workforce models, the chances of seeing an
upward trend in good employee engagement experiences will be higher. Getting dressed up for your
company's Rewards & Recognition ceremony and socialising with the executive team over a gala
dinner, as opposed to the current trend of doing so over a Zoom/Teams call, is a classic example.
These kinds of events could be held in the Metaverse to bridge the gap and create a pleasurable
experience for employees by allowing them to participate in the event through virtual interaction.
Furthermore, businesses would not have to be concerned about employee safety because , Covid
isn’t there (yet)!
Soft skills and leadership qualities such as kindness and empathy are more crucial than ever before.
Imagine being able to use augmented reality to mimic being in a challenging circumstance in order
to better prepare you to deal with scenarios when your co-worker is burnt out, losing motivation, or
simply having a bad day at home?
Virtual Reality can be used to train employees to better understand their colleagues by subjecting
them to circumstances they would likely experience as they progress up the corporate ladder. This
enables everyone to contribute to being a better employee, avoid discrimination, and deal with
difficult situations with ease. It's all about gamification when it comes to learning. From a mental
health standpoint, such an ecosystem effectively eliminates the borders that present over
Zoom/Teams calls. This reduces weariness and burnout caused by gazing at a screen for long periods
of time with no movement.
Finally, the element of the business that excites us and where we see a lot of opportunities is the
L&D side of things. Since the 1990s, computer-based training has been available. Companies invest a
significant amount of money each year in Executive Training Programs that were formerly exclusively
available to a select set of people. They can now be accessed by everyone, regardless of their
position in the hierarchy, who aspires to be tomorrow's leaders. This can be accomplished using a 3D
learning experience platform and simulation-based training. This will boost engagement and
motivation while also allowing for "self-paced" learning and memorable live experiences. It would be
interesting to examine how VR and Metaverse perform in terms of knowledge and productivity, and
then expand into other areas of HR. While the entire procedure appears to be pretty complicated,
early adopters will have a competitive advantage in the future. Furthermore, the ability of Gen X
workers to adjust to the Metaverse, as opposed to Millennials and Gen Z workers, will be a severe
difficulty.
Promoting the use of the Metaverse will take time, but since it's already a significant player in
several industries, such as crypto markets, non-financial trading, and virtual real estate, people
leaders must step up and ensure that policy-making and the human factor are kept in mind as
developers and techies construct the next-generation workplace. Before it's too late, it's always best
to have some skin in the game. This is where the HR and IT revolution begins!