RolePoint: Gamification in Social Referrals and Recruiting
-
Upload
rolepoint-employee-referral-program-software -
Category
Technology
-
view
1.935 -
download
1
description
Transcript of RolePoint: Gamification in Social Referrals and Recruiting
GAMIF ICATION IN SOCIAL REFERRAL AND RECRUIT ING
A R O L E P O I N T W H I T E P A P E R
B Y @ B I L L B O O R M A N
2RolePoint Inc. © 2013
It is easy to dismiss gamification as something of a fad.
There has been a lot talked about and written on the
topic, but for some, it is hard to draw parallels between
‘work’ and ‘play’. Currently, there are more than half a
billion people worldwide playing computer and
videogames for at least an hour a day, with 183 million in
the US alone. That is a lot of people spending time online
and a community too big to ignore. The questions
addressed in this paper revolve around the mechanics of
gaming and how this same methodology can be applied
to recruiting processes.
Recruiting, after all, is a game. There are a collection of
players (hiring companies), competing for the same
reward - the best talent. The best ‘players’ win the best
prizes, but it takes time and effort, and there is a lot we
can learn and apply from games like Farmville, Foldit,
Angry Birds and many others that can have applications
in the recruiting world. The big question is what is it that
keeps bringing us back to take part and compete? This is
one of the questions will will attempt to answer.
If companies can utilize the same methodology to enable
their employees to take part in the recruitment game,
this will have a significant impact on hiring success. The
challenge is building something that employees want to
take part in, rather than something that is either forced
or ignored. Nobody conscripts gamers. They return time
and time again for many reasons, not least a sense of
belonging. We will look at why gamers invest so much
personal time in a game, and how this can be translated
to recruitment. The research behind this paper consisted
of interviews with 30 avid gamers, with ages ranging
from 11 to 80, in order to understand how gaming
technology and methodology evokes such loyalty and
participation so that we can apply this to the recruiting
world.
INTRODUCTION
GAMIF ICATION IN SOCIAL REFERRAL AND RECRUIT ING
A R O L E P O I N T W H I T E P A P E R
B Y @ B I L L B O O R M A N
Gamifying the Recruitment Process
V
“VIDEO GAMES
ARE THE DOMINANT
ENTERTAINMENT
FORM OF OUR TIME
BECAUSE THEY ARE
POWERFUL TOOLS
FOR MOTIVATING
BEHAVIOUR.”
3RolePoint Inc. © 2013
Kevin Werbach of the University of Pennsylvania
defines gamification in this way:
“Gamification is the application of digital game design
techniques to non-game problems, such as business and
social impact challenges. Video games are the dominant
entertainment form of our time because they are
powerful tools for motivating behavior. Effective games
leverage both psychology and technology, in ways that
can be applied outside the immersive environments of
games themselves. “ (Werbach)
Central to business success is talent. The future of any
business, large or small, is dependent on their ability to
attract and retain employees. As such, recruiting
systems and methodology are critical. With the shortage
of skills being a growing global problem, competition for
the best talent is fierce. This is commonly termed the
‘war for talent.’ Given this competition, an increasing
number of businesses are turning to the gamification of
processes and technology in order to encourage
employee participation in recruiting efforts, typically
through referral programs, content generation, brand
advocacy, and other initiatives. This paper will therefore
examine many of the ways companies can apply the
principles and methodology behind the most popular
games to the recruitment process.
4RolePoint Inc. © 2013
On the face of it, gaming is a solitary practice. Gamers
appear to be wired in to their PCs, consoles or mobiles,
living in a virtual world. When you look under the hood at
how games are played, however, this is far from the case.
The hugely popular multi-player genre of gaming brings
together competitors and collaborators from around the
world, who team up to complete tasks and challenges
towards individual and shared goals or outcomes.
When we talk about social gaming, we refer to playing
games that require social interaction, as opposed to
playing in solitude. Specifically, it can refer to:
» Card games that involve multiple players
» Social network games that have social network
integration or elements
» Board games, in which counters or pieces are
placed, removed, or moved on a premarked surface
according to a set of rules
» Multiplayer video games, where more than one
person can play in the same game environment at
the same time
» MMO (as well as MMORPG and MMORTS)
» LAN party, a temporary gathering of people
establishing a local area network (LAN), primarily for
the purpose of playing multiplayer computer games
» Role-playing games in which players assume the
roles of characters in a fictional setting
» Live action role-playing games, which are a form of
role-playing game where the participants
physically act out their characters’ actions
» Miniature wargaming, a form of wargaming that
incorporates miniature figures, miniature armor
and modeled terrain
» Alternate reality games, an interactive narrative
that offers a platform to explore possible situations
and social interactions while avoiding real world
consequences
SOCIAL GAMING
5RolePoint Inc. © 2013
Applying this thinking to recruiting, processes that
make it easy for everyone to interact, contribute and be
a part of the overall effort of the business encourages
participation. This can be done by creating employee
referral programs that incorporate social features and
enable employees to communicate internally and
externally, invite others in their networks to view
opportunities, join talent networks and connect with
the company. The more social the process, the more
likely the employees will want to take part.
For the purpose of this paper we are going to consider
the game of recruiting as a social game, which means
incorporating social features into technology and
methodology. The standard social features enable:
» Sharing
» Comments
» Private and public messaging
» Commenting
» Likes
» Connecting with others
» Building a network
In one format or another, the popular social games
incorporate these features. In particular, players can
communicate and collaborate with each other. It is the
player who recruits other players to join them, and
popularizes the platform through social content.
Consider your Facebook account and the volume of
invites you get to join your friends in the latest game.
Popular games like Words with Friends built on this by
getting friends to challenge each other to a word puzzle,
whilst announcing their scores and issuing challenges to
other connections.
Television quiz shows have been quick to pick up on this,
creating online and mobile applications that enable
viewers to take part in the show and compete using a
second or third screen. This has brought a new dimension
to the audience and is a key consideration of production
companies when designing the format of new shows,
allowing the viewers to take an active part rather than
being passive viewers.
6RolePoint Inc. © 2013
Games are built on communities of players; individuals
brought together by a shared interest in the game.
Players group together formally and informally to
complete tasks and challenges together or to compete
against each other. Whilst competition features highly in
gaming, so too does collaboration. Gamers share tips,
workarounds and advice with new players in forums,
chat rooms, YouTube and all over the web, as well as in
person. The advent of the Internet has allowed traditional
communities to flourish and broaden, encompassing
many new groups of individuals from around the world.
Jenny Preece of the University of Maryland notes that:
“Until the advent of telecommunications technology,
definitions of community focused on close-knit groups in
a single location. Interaction took place primarily face-
to-face; therefore, social relationships took place with a
stable and limited set of individuals. This way of defining
community became less useful as the development of
modern transportation and telecommunication systems
increased [communication] across distances.
Researchers now consider the strength and nature of
relationships to be a more useful basis for defining
community than physical proximity”. (Preece, 2005)
The game acts as the anchor point of the gaming
community, whose members find plenty of ways to
participate, contribute, communicate, share and
network. Gamers have a hierarchy, where those with
proven expertise and a high level of social recognition
lead the way. Most online games have moderators, who
are players that keep an eye on what other players are
doing, act on disputes and maintain the harmony of the
platform.
The global programmers’ community StackOverflow has
applied the same principles in order to build a highly
successful online community. Members ask and answer
technical questions, the answers are ranked by the
members (up and down), and the contributors with the
highest rankings are granted extra privileges. The
community is run by a council of the highest ranked
members who help to shape the future of the platform.
This allows the platform to be driven by peer recognition,
social ranking and community.
Consider the benefit of applying similar principles to
recruiting, with an employee community connected by
the shared interest of supporting the business. The
more opportunity people have to contribute, the more
likely they will take part. When we talk about referrals,
we usually apply the term program. This indicates
something temporary. Whilst it might sound like
semantics, changing the name to community has a
significant impact, especially when the employee
community has a social platform on which to gather. It
provides a central channel that enables all of the
members of the community to be able to communicate
internally on a one to one level and externally to spread
the message. Organizations like Rackspace have applied
this methodology to great effect for culture branding
through the “Racker” community. Culture content is a
critical part of talent attraction as people change their
job seeking habits, seeking out authentic content and
background checks before applying for jobs. This is
evidenced by the significant rise in popularity and use of
review site Glassdoor..
When I launch any social recruiting initiative, we always
start with the internal community. When given the
opportunity, resources and encouragement to get
involved, the employee community will drive your
branding and recruiting efforts. This is especially true
when they are given guidelines and the freedom to work
together towards a common goal. The key here is
allowing as much freedom as possible to determine their
own contribution, encouragement, recognition and
reward, by employing the community features of games,
much as they do at StackOverflow. In the same way as
gamers build their own communities for the benefit of
the players, supported but not managed by the game
creators, so too can employers enable the same
employee communities to be built by adopting social and
gaming features, supporting the efforts of employees
through technology, feedback and recognition.
COMMUNITY
7RolePoint Inc. © 2013
REWARD & RECOGNIT ION
Game design is built around giving players instant
feedback on their progress, instant recognition and
instant reward. The rules of the game are transparent,
and when a player completes a task or a challenge, the
recognition is instant and in real time. Compare this
methodology to the majority of employee referral
programs, where the rules are ambiguous and the
reward detached from the activity. Most referral
programs reward hires with a level of cash payment
between $750 and $7,000, depending on the vacancy
and the scarcity of talent. Cash rewards require due
diligence, with rules which can be confusing for
employees. Our research shows that the average
qualifying period for a reward payment is 7 months from
the referral, and that the following conditions
typically apply:
» The referred hire has completed the probation
period and is in good standing
» The referred candidate had not previously applied
to the company for a period of 2 years
» The referred candidate submitted a resume or
contact details and permission via the referring
employee
» The referring employee has correctly completed
the referral paperwork and submitted a claim
following the hire
The rules are at best ambiguous, the rewards are at best
7 months away from the action and the outcome is, for
the most part, out of the hands of the referrer. Is it any
surprise that most traditional referral programs suffer
from a lack of participation and very low volumes?
Imagine a game that applied the same rules and reward,
where completion of the task allows you to move to the
next level in 7 months. There are not going to be a lot of
players.
Taking the methodology of games, the following rules
can be applied to referral systems:
» Reward the referral because that is the behavior
you want to encourage
» Reward instantly without over qualification. Make
a referral, get the reward, regardless of the history
of the candidate
» Track the referral from source with no need for
further claims, justification or process
» Make the qualification rules simple, transparent
and clear before employees are invited to take
part, with any changes to rules or processes being
clearly communicated to everyone
» Replace the need for resumes with social profiles
and one click link submissions
The next challenge is determining what rewards will be
valued by your employees, and most of the time it is not
money. When we think about gaming, the rewards are
not financial, but they have a high social value. Consider
the efforts a Farmville player puts in to enlist people to
help them build a new barn or plough a field. These types
of games are built on enabling players to recruit others
to the game, gain instant rewards and recognition. This
might mean unlocking more advanced weaponry in a
battle game, extra builder tools on a game like Minecraft,
or it might mean unlocking badges that signify your level
of achievement or expertise. Whilst these rewards may
have limited or no financial value, they do carry a high
level of social recognition and kudos. In some games,
they also allow people with similar achievements and
levels of expertise to connect or go to the right people
for advice or assistance. The real value of these rewards
lie in what they represent, rather than what they are
worth in money terms.
The enterprise feedback and performance management
platform Rypple, acquired by Salesforce in 2012, made
great use of online badges. Badges could be awarded by
anyone in recognition of contribution or good work. It
was a virtual way of saying thank you or well done, and
everyone could see them. The badges are also displayed
on the profile of every employee, making it easy to log on
and learn something about what peers think of their
colleagues. Many of the companies using Rypple
incorporated referring to the badges in performance
reviews to assess contribution. In this way, the free
online badge was significantly valued by employees.
Consider incorporating this type of recognition into
your referral and recruiting programs. Social status
denoted by badges and other recognition for
contribution and participation, and not just results, will
drive the success of your efforts. When you consult with
your employees to determine the rewards they would
value in addition to the recognition, this ensures a
network your employees want to take an active part in,
compared to sterile email messaging campaigns just
asking for names or a hidden paper based service. One
useful feature I have seen used to good effect is applying
status metrics to referrers. Web hosting company
RackSpace have a “Certified Racker Referrer” status
when an employee’s referrals have resulted in an agreed
number of interviewed candidates. One of the big 5
consulting firms also has VIP referrers who have a good
conversion rate of referrals to hires. Employees
achieving VIP status get extra rewards and a guarantee
that any candidate they refer will be interviewed and
fast-tracked, provided the ratios are maintained.
8RolePoint Inc. © 2013
Creating a recognition hierarchy of referrers, clearly
denoted by online profiles (with different colors for
different statuses), sets the challenge for others to
achieve, recognizes the high performers and rewards
them with privileges and social recognition within the
employee network. This is not much different to how
loyal players are rewarded in games.
WHEN YOU CONSULT
WITH YOUR EMPLOYEES
TO DETERMINE THE
REWARDS THEY WOULD
VALUE IN ADDITION TO
THE RECOGNITION, THIS
ENSURES A NETWORK
YOUR EMPLOYEES WANT
TO TAKE AN ACTIVE
PART IN...
9RolePoint Inc. © 2013
10RolePoint Inc. © 2013
When designing a social referral network, it is important
to consider the Yale School of Management’s Victor
Vroom’s theory of motivation. This theory emphasizes
the need for organizations to relate rewards directly to
performance and to ensure that the rewards provided
are those rewards deserved and wanted by the
recipients.
Wikipedia defines Vroom’s theory as:
“[A] process governing choices among alternative forms
of voluntary activities; a process controlled by the
individual. The individual makes choices based on
estimates of how well the expected results of a given
behavior are going to match up with or eventually lead to
the desired results. Motivation is a product of the
individual’s expectancy that a certain effort will lead to
the intended performance, the instrumentality of this
performance to achieving a certain result, and the
desirability of this result for the individual, known as
valence”
VROOM’S THEORY
IMPLEMENTATION X ACTUALISATION X VALENCE
This can be simplified as:
MOTIVATION =
In accordance with Vroom’s thinking, if we want people
to participate in a social referral and recruitment
network, then we need to make it easy for them to do so.
THIS BRINGS IN FACTORS LIKE EASE OF
PARTICIPATION, AND MORE IMPORTANTLY, THE
TIME IT TAKES. TIME IS AN IMPORTANT
CONSIDERATION, BECAUSE EMPLOYEES HAVE
OTHER CORE RESPONSIBILITIES IN THEIR JOB.
TIME TAKEN IS CITED AS ONE OF THE TOP 3
BARRIERS TO PARTICIPATION IN REFERRAL
PROGRAMS IN OUR RESEARCH.
Games are designed with an increasing level of
complexity as the player progresses, sometimes referred
to as completing levels. Sign up and the early stages of
the game are simple to do, which enables the players to
get familiar with the game and develop new skills as they
move forward. If a game is too complex at the start, new
players are unlikely to stick around. The same design
principles apply to social referral networks, where
consideration should be given to the user interface of all
the technologies involved, the information required and
the ease of operation. Where employees feel that the
social referral and recruiting network is easy to join and
participate in, as well as being able to make a difference
with their efforts, they will be motivated to take part.
It is common for employees to sign up for a new employee
referral program and participate at launch, only to drop
off after a few months. This is in part due to a drop off in
internal communication and in part due to the results
and rewards not being what was expected when signing
up. Actualization means that the employees believe that
their efforts will generate results, as is key for a successful
referral program. If they believe that their referrals will
result in applications, reviews, interviews and hires, then
the motivation to take part is high. This is why one of the
critical factors is making progress and results visible and
accessible through continuous feedback and ensuring
that candidate reviews by recruiters are completed in a
timely fashion, usually no more than 48 hours at each
stage. Employees will be motivated to take part when
they believe that they can make a difference.
In the last section of the paper we addressed rewards in
games and how similar thinking can be applied to
referrals and recruiting. The key part of Vroom’s theory
is valence. Employees must value the rewards on offer
and believe they are obtainable to be motivated to
participate. According to the CareerXroads 2012 source
of hire survey, it takes 10 referrals to make a hire
(compared with 75 standard applications). This means
that 9 out of 10 referrals result in no reward where the
reward is paid for hires only.
IN OUR RESEARCH, THE SECOND BIGGEST
BARRIER TO PARTICIPATION IN REFERRAL
PROGRAMS WAS THAT EMPLOYEES FELT THAT
THE REWARDS WERE EITHER UNFAIRLY
ADMINISTERED OR APPLIED. CONSIDER THE
USUAL RULES LISTED EARLIER; THE BEST WAY TO
IDENTIFY REWARDS THAT WILL BE VALUED IS TO
TALK TO YOUR EMPLOYEES, HAND OVER THE
BUDGET AND LET THE EMPLOYEE COMMUNITY
DECIDE.
When we think about what we can take from gaming
methodology, badges which have a recognition value in
the business should not be ignored. If a Farmville player
will go to great lengths to be rewarded with a cow, what
efforts might your employees make when a visual
recognition of their efforts, such as badges, can impact
on their reviews and ultimately careers.
11RolePoint Inc. © 2013
This can be simplified as:
12RolePoint Inc. © 2013
APPLYING GAMING PRINCIPLES TO RECRUIT ING STRATEGIES
With the way that social gaming engages and rewards
users in mind, there are several other aspects that can be
translated from gaming environments into helping with
recruitment strategies.
F E E D B A C K
Game players get continuous feedback on their
performance, benchmarked against other players
through the use of scores, status and leaderboards.
When a player performs a task, the feedback on progress
is instant. Players can also check in on performance stats
at any time. In game terms, this might be energy level,
scores or progress reports. The important thing is that
feedback is given in real time and is available immediately,
on demand.
Many referral programs are like black holes. The
employees feed the details of their friends and contacts
in, often after having had to go through an arduous
admin process, only to hear nothing except in the unlikely
event that their referral gets hired at the end of the
process, and then only if they have completed the
paperwork correctly. One of the big trends in recruiting
is that the time to hire and steps involved have doubled
over the last 18 months as economic pressure means
that companies want to be certain they are hiring the
right people. This has created a lengthy gap between
referral, short-listing, interview and hire.
Feedback and progress reporting is a critical factor in
the long term success of the referral network.
Employees participating in referral networks need
instant online access to feedback and progress reports
in the same way as gamers get instant feedback which
is always current and one click away.
It is important to remember that your employees may
well be getting requests from their friends and
connections as to the progress of their application.
When they are unable to give this instantly and in real
time, their future participation in referral networks is
compromised.
H A B I T
Games become habit forming. Players come back at
regular intervals for a number of reasons. Part of this is
familiarity with the game environment, part is a sense of
loyalty and belonging to the game. This is born out of the
community features, where players return to connect
with friends and to continue to progress.
Code academy is a learning platform built by computer
programmers that employs gaming principles to
encourage and recognize progress. Participants are
encouraged to return by regular communication on their
progress, updates on new features, benchmarking
against the scores of other participants and friendly
invites back when they have been away for a while. This
level of communication keeps participants connected
and reminds them to return to stay on track.
The e-learning and development sector, where
benchmarking and scoring is easier to apply, has been
quicker to adopt gamification methodology. Home
learning in particular enables parents to set learning
outcomes for students and rewards for progress. It is
also simple to benchmark test results and operate leader
boards, with set awards for achievement. This adds the
competitive elements lost when the student is taken out
of classroom learning, whilst live chat and forums enable
peer-to-peer mentoring, teaching and collaborative
learning.
13RolePoint Inc. © 2013
The same thinking can be applied to the social referral
and recruiting networks by enabling communication
between members of the network. A crowd sourced job
description and culture content enables the creation of
authentic and shareable content, and gives the
employees a stake in the outcome from the start of the
assignment. This involvement from the onset will drive
participation and commitment through the
entire cycle.
The more involvement the employee community has in
the process, the greater its commitment to participation
and outcomes, in much the same way as game players
and learners. Benchmarking and scoring contributions,
with regular communication and updates, turns social
referrals and recruiting into an ongoing commitment.
Crowd sourcing and crowd behavior will drive your
hiring efforts.
O N L I N E G U I D E S
When you sign up for a new game, hints, tips and online
guides are never far away. When a player needs help it is
accessible and instant, and if there is a problem with the
platform, support is available in live chat or via email.
When employees view jobs or requests for referrals, a
similar level of help and support should be available. A
talk to a recruiter or live chat option opens up dialogue,
as employees can ask for help, advice and guidance when
and where they need it. If you want to get your recruiting
and referral technology used, then help, hints and chat
should be a key feature. This help should not be restricted
to the recruiting team. The best tips and advice in games
are left by players, because players want to talk to other
players rather than ‘managers’. They want to talk to
people like them, and recruiting isn’t any different. Free
text and tips boxes enable employees to leave comments
for their peers, and social features, likes and comments
enable employees to find the help and commentary they
want from the people they want it from. As has been
echoed throughout this paper, the more freedom and
involvement employees have in the community aspects
of the referral and recruiting network, the more likely
employees are to get involved and participate. People
are becoming increasingly social in their play and
recreation time, where work technology mirrors social
technology in features, look and feel. This results in your
employees being more likely to use a platform that they
recognize more intuitively.
IF YOU WANT TO GET
YOUR RECRUITING AND
REFERRAL TECHNOLOGY
USED, THEN HELP, HINTS
AND CHAT SHOULD BE
A KEY FEATURE.
14RolePoint Inc. © 2013
C O M P E T I T I O N
The obvious feature of games is competition. People like
to compete, and they battle to get to the top of
leaderboards whilst competing against friends and
opponents alike. In any game, the rules, scoring and
reward are transparent from the start. Players know
how to compete and how to progress, and this drives
them to make extra effort. When it comes to referrals,
recruiting and content, the same thinking applies by
allocating points to participation and activity which are
visible to everyone. The competition this fosters will
drive employee contribution, particularly where the
rankings are linked to rewards and recognition.
Similar to the thinking on rewards, points should be
awarded for more than hires. All participation, from
shares, to referrals, culture content generated and
contributing to crowdsourced job specs, has a value in
the process of getting the right talent hired. This should
all count towards scores and positions on the
leaderboard. By displaying scores on employee profiles
and enabling any member of the employee network to
view how the accrued scores were earned, employees
get to see what best practice looks like. When scores are
tracked, all participants can be benchmarked and
messaging can be tailored around suggestions where
employees can earn extra points, where they are doing
well and updates on their latest achievements. By making
scoring visual and easy to interpret, participation in all
scoring areas is encouraged. Leader boards, messaging,
profile scores and similar features all add to continuing
participation beyond launch.
M O B I L I T Y
The games industry was one of the first sectors to
recognize the potential offered by smart phone
technology. In the last quarter of 2012, Arbitron Mobile
Panelists tracked the peak usage times in 5 key areas:*
» Gaming – App and web
» Social networking – App and web
» Messaging general – Apps
» Voice calls
» Browsing
The peak times for gaming mirror those for social media,
and social media means social recruiting. The time spent
gaming and in social media is the downtime, outside of
core working hours, and reflects the pattern of accessing
traditional online career places like job boards. The
hours indicate that browsing and interaction is a
secondary task during downtime, typically when people
are commuting to and from work, in lunch breaks and in
the evening whilst watching TV. The gaming industry
recognizes this behavior and promotes mobile usage by
ensuring that all sites are mobile ready and that players
can dip in and out without losing any data or progress. It
is becoming increasingly critical that social referral and
recruiting networks follow the same pattern, because
employees will be browsing and responding to
notifications during similar times.
Mobile is a key factor in developing a social referral and
recruiting network. Because mobile activity is out of
normal working hours, it is important to plan an ease of
use and operation strategy. This must involve no more
than 3 clicks and be easy to view and navigate on any
mobile device, whilst including live response features for
questions and messages around the peak times.
*Source: Arbitron Mobile U.S. Mobile Trends
PanelsTM Service; Fourth Quarter 2012. Opt-In
sample of mobile consumers; Persons 18+
APPLYING GAMING PRINCIPLES TO RECRUIT ING STRATEGIES
15RolePoint Inc. © 2013
1:30
1:12
0.48
0.36
0.18
0.00
6AM 8AM 10AM NOON 2PM 4PM 6PM 8PM 10PM MID 2AM
H O U R - B Y - H O U R / A V E R A G E T I M E S P E N T W I T H T O P
S M A R T P H O N E F U N C T I O N S
Monday-Friday, expressed in minutes : seconds per each hour
S O C I A L N E T W O R K G E N E R A L
G A M I N G M E S S A G I N GG E N E R A L
V O I C E C A L L
B R O W S I N G
A WELL-EXECUTED AND GAMIFIED COMBINED SOCIAL
REFERRAL AND RECRUITING NETWORK HAS THE
POTENTIAL TO GREATLY IMPROVE EVERY ASPECT
OF HIRING, FROM COST OF HIRE TO RETENTION.
A well-executed and gamified combined social referral
and recruiting network has the potential to greatly
improve every aspect of hiring, from cost of hire to
retention. Make your social referral and recruiting a
game and enjoy the rewards that come from complete
employee participation. The more involved your
employees are in the process from start to finish, the
more committed they will be to the outcome, and the
results will follow.
16RolePoint Inc. © 2013
There is a lot that can be taken from the world of social
games that can be applied to social referrals and social
recruiting. The features that make games so popular and
habitual can be integrated into social recruiting
processes. By mirroring the mechanics, methodology
and features of the most popular games, we can build the
same level of participation amongst employees as the
games enjoy amongst players. For many companies, long
term participation in recruiting and referral efforts
seems unachievable, but gamifying the social referral
and recruiting network builds participation and,
ultimately, hires.
As an increasing number of companies look to develop
internal engagement, social referral and recruiting can
be an integral part of these efforts. In this paper we refer
to social referral networks, rather than the commonly
used term social referral program. Program refers to
something temporary like a project, whereas network
better reflects long term activity.
SUMMARY
Jenny Preece, 2005, Online Communities: Design, Theory and Practice
(http://jcmc.indiana.edu/vol10/issue4/preece.html)
B I L L B O O R M A N
The author, Bill Boorman, has over 30 years’ experience
in and around recruiting. He has spent the last 3 years
working with social recruiting technology start-ups on
product and with corporate clients including Hard Rock
Café, Oracle and the BBC to integrate social into their
recruiting practices. Bill has also hosted recruiting
events in over 30 countries worldwide.
R O L E P O I N T
RolePoint delivers employee referral solutions to a range
of Fortune 500 and Nasdaq clients, building the
principles that help companies generate 70%+ referral
rates into a software-as-a-service platform.
Understanding that at the core of any successful referral
program is the employee, RolePoint focuses on providing
an engaging, transparent and frictionless experience,
making it easy to identify talented connections to refer.
For recruitment teams, RolePoint offers a comprehensive
set of tools, enabling tracking, automation and
recruitment intelligence for greater control and insight
into referrals within your organization.
NEXT STEPS
CONTACT US TO FIND OUT MORE ABOUT
ROLEPOINT AND ARANGE A
DEMONSTRATION
CONTACT US TO SCHEDULE A FREE
EMPLOYEE REFERRAL CONSULTATION
WITH BILL
W W W . R O L E P O I N T . C O M
I N Q U I R I E S @ R O L E P O I N T . C O M
RolePoint Inc. © 2013 17
THE MOST POWERFUL
SOURCING SOLUTION AT
DISCOVERING TALENTED
CANDIDATES WITHIN
YOUR EMPLOYEES’
PROFESSIONAL
NETWORKS
HIGHER QUALITY CANDIDATES
REDUCED TIME-TO-HIRE
LOWER COST-PER-HIRE
IMPROVED EMPLOYER BRAND
ROLEPOINT
RolePoint Inc. © 2013 18
ENGAGE YOUR TALENT
You’ll attract fresh hires ready to make a meaningful
impact on your business, recommended personally by
your existing employees. RolePoint is built around the
premise that ‘Talent Knows Talent’.
REACH THE SOCIAL WEB
You’ll uncover the hidden diamonds that lie within your
own company’s untapped networks. RolePoint is
designed to enhance what great people already do -
refer other great people.
GROW A TALENT NETWORK
Each tool uses a personal touch that opens up ever
expanding network opportunities. Every new user will
grow your talent database exponentially. Your network
will grow itself.
INCREASE REFERRAL RATE
REACH MORE CANDIDATES
GENERATE A PIPELINE
CHANGING THE WAY YOUR COMPANY F INDS TALENT
RolePoint Inc. © 2013 19
W W W . R O L E P O I N T . C O M
I N Q U I R I E S @ R O L E P O I N T . C O M