Case Study – Gamification in Referral Sourcing

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Presentation transcript:

Case Study – Gamification in Referral Sourcing Puneet Kumra, Capgemini

Our Aim Transparency - Build faith in the employee referral program Create a buzz in the system and kill the monotony of ER program Better Employee Engagement Increase in ER Program Awareness Cost Effectiveness – Referral cost of hiring is much lower as compared to vendor channel Better offer to Joinee conversion Increased utilization of referral channel

Gamification GAMIFICATION: On the lines of major football and cricket leagues Referring competition between Individuals/Teams basis a point based system This was 3 month pilot program in Capgemini’s Financial Services Business Unit GROWTH ENABLER: Sharing of fulfillment responsibility with employees A sense of healthy competition between individuals lead to an increased motivation to participate in such program Rewards over and above the entitled referral bonus

© 2010 Capgemini. All rights reserved.

Framework

Events and Promotions

Dashboard

Inward Gamification All the referrals coming in would have been of no use if the recruiters and sourcers were not processing them fast There were schemes launched within recruitment & sourcing teams at Weekly / Monthly / League Level Top Sourcers Top Recruiters Sourcing Leads Recruiting Leads

Improvement Category RPL 1.0 RPL 2.0 (vs. RPL 1.0) (vs. Pre RPL) Total Referrals 145% 130% 460% Avg. Referrals Per Day 146% 128% 465% Offers 117% 298% 767% Joinees 161% 138% 524% Employee Participation 81% 48% 169% Referral Usage 67% 40% 133%