Technology, recruitment and the future An insight into how innovation will change the way we hire
What will you gain from this presentation? A better understanding of how technology influences potential candidates A better understanding of how candidate expectations will change the way we work Some ideas on what you can achieve today to gain the competitive edge
Why are you listening to me today? My experience encompasses the following: The development of technology for computer gaming and the movie industry The automation of print production and delivery worldwide Directorships of industry-leading companies - Adlogic, Global IP Video, and others.
What does this experience tell me? We will have to do much more in the future to attract the right audience The experience needs to be rich, interesting and offer real appeal to users We need to appeal to the ‘online’ generation The technologies are available now and accessible What makes a candidate? How do we use technology to attract them? What has influenced them? What is the experience they are looking for?
Why candidates and clients will expect more from you  in the future – a bit of history first! 1. At the movies 2. Let the games begin 3. The online revolution and recruiting
1 At the movies Hollywood has been the major influence on the mind in the 20 th  Century Three key events exemplify the coming of age of the viewing public  in relation to the acceptance of technology CCI Computer Controlled Imagery 1977  CGI Computer Generated Imagery 1993 CM Computer Modelling 2003
The growth in computer fx in the movies has permanently altered  the perceptions and expectations of the viewing public The general public became aware of technology The general public accepted technology The general public actively sought participation in technology It changed their sense of what technology could do
2. Let the games begin – Computer Gaming Computer gaming has been around for longer than people realise Its influence has been rapidly growing It is a major influence on most segments of society and a key influence on many of your key prospects
The early days of gaming Computer games began in the 1940’s with a cathode ray tube By the 1960’s Mainframe computers were staging basic games In the 1970’s games hit the high street and Atari Pong  and Space Invaders were born The 1980’s saw games move into the home  with the TRS-80, Commodore 64, Amiga and Apple II
The gaming revolution The ’80’s also the introduction of the portable game thanks to Nintendo And games like Super Mario Brothers  By the end of the 1980’s, gaming had become huge business  amongst the youth audience The 1990’s saw a maturing of the industry and as gamers grew  up they embraced games like Sim City The new millenium meant real speed and realistic graphics from the Game Cube through Xbox to PlayStation 3,  gamer expectations are incredibly high – PS3 is a supercomputer  dedicated to games Recently gaming has followed the rest of us onto the Internet
Who’s playing games? The kids who grew up with games in the ’80’s  are now some of your key targets! It is multi billion dollar industry eclipsing box office movie income Gaming is a rich, multimedia experience combining graphics, audio and sound Recently Gaming has followed the rest of us onto the Internet It is now a network experience
Who’s playing games? Here are some stats that will bear out the significance of gaming on your target audience. Computer and video game software sales grew six percent in 2006 to $7.4 billion – almost tripling industry software sales since 1996. 69 percent of American heads of households play computer and video games.   The average game  player  is 33 years old and has been playing games for 12 years. The average age of the most frequent game  buyer  is 40 years old.  80 percent of gamer parents say they play video games with their kids. Sixty-six percent feel that playing games has brought their families closer together. 38 percent of all game players are women.  In 2005, 25 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999. 44 percent of game players say they play games online one or more hours per week. Source: Entertainment Software Association 2007
3. The Online revolution These same people have taken this experience to the Net They are sophisticated, unafraid and active They have high expectations of the online experience both graphically and with content They are not afraid to embrace new technology
 
Blogs and Social Networking Communication is a key activity for these people online Users are more mature than is generally thought It started with weblogs (blogs) and has evolved into social networking The most popular examples of this are:
Top 5 Social Networking Sites According to Hitwise, the US market share of Internet traffic to the top 20  social networking sites grew by 11.5 percent from January to February 2007,  to account for 6.5 percent of all Internet traffic in February 2007.  Bebo 1.18% BlackPlanet.com 0.88% Xanga 0.87% MySpace 80.74% Facebook 10.32%
1. Gizmodo with 7,116,865 hits per month 2. TMZ.com with 2,586,927 hits per month 3. engadget.com with 5,679,225 hits per month 4. LifeHacker with 3,242,212 hits per month   5. Huffington Post with 2,842,662 hits per month Source: eBizMBA 2007 The top 5 Blog sites
How do recruiters use technology to connect employers to candidates? The traditional channel is print Print will not go away. In fact, it will become more selective to draw the attention  of specific candidates Production will have to be controlled using a combination of creative  and template-driven systems. It must be linked to the Online space and initiatives and not treated separately
Job Boards and Websites Australia has a broad range  of job boards to choose from - Mainstream and selective industries International access will increase  Asia, USA and Europe Recruiter Website
Some Job Boards are taking a different approach
The next generation will support true multimedia They will incorporate audio, video and text Our candidates are already in training And posting on the new video-enabled job boards.  And in the future, streaming live!
The Future - Now Our audience is older and better versed in technology than we thought They have access to an array of tools, the internet, mobile phones, Ipods Offer candidates the rich, multimedia and networked solution they expect Build systems that combine Job Boards, Print and websites that make sense Use these technologies to differentiate from everyone else Build and be part of these online communities

PJO-3B

  • 1.
    Technology, recruitment andthe future An insight into how innovation will change the way we hire
  • 2.
    What will yougain from this presentation? A better understanding of how technology influences potential candidates A better understanding of how candidate expectations will change the way we work Some ideas on what you can achieve today to gain the competitive edge
  • 3.
    Why are youlistening to me today? My experience encompasses the following: The development of technology for computer gaming and the movie industry The automation of print production and delivery worldwide Directorships of industry-leading companies - Adlogic, Global IP Video, and others.
  • 4.
    What does thisexperience tell me? We will have to do much more in the future to attract the right audience The experience needs to be rich, interesting and offer real appeal to users We need to appeal to the ‘online’ generation The technologies are available now and accessible What makes a candidate? How do we use technology to attract them? What has influenced them? What is the experience they are looking for?
  • 5.
    Why candidates andclients will expect more from you in the future – a bit of history first! 1. At the movies 2. Let the games begin 3. The online revolution and recruiting
  • 6.
    1 At themovies Hollywood has been the major influence on the mind in the 20 th Century Three key events exemplify the coming of age of the viewing public in relation to the acceptance of technology CCI Computer Controlled Imagery 1977 CGI Computer Generated Imagery 1993 CM Computer Modelling 2003
  • 7.
    The growth incomputer fx in the movies has permanently altered the perceptions and expectations of the viewing public The general public became aware of technology The general public accepted technology The general public actively sought participation in technology It changed their sense of what technology could do
  • 8.
    2. Let thegames begin – Computer Gaming Computer gaming has been around for longer than people realise Its influence has been rapidly growing It is a major influence on most segments of society and a key influence on many of your key prospects
  • 9.
    The early daysof gaming Computer games began in the 1940’s with a cathode ray tube By the 1960’s Mainframe computers were staging basic games In the 1970’s games hit the high street and Atari Pong and Space Invaders were born The 1980’s saw games move into the home with the TRS-80, Commodore 64, Amiga and Apple II
  • 10.
    The gaming revolutionThe ’80’s also the introduction of the portable game thanks to Nintendo And games like Super Mario Brothers By the end of the 1980’s, gaming had become huge business amongst the youth audience The 1990’s saw a maturing of the industry and as gamers grew up they embraced games like Sim City The new millenium meant real speed and realistic graphics from the Game Cube through Xbox to PlayStation 3, gamer expectations are incredibly high – PS3 is a supercomputer dedicated to games Recently gaming has followed the rest of us onto the Internet
  • 11.
    Who’s playing games?The kids who grew up with games in the ’80’s are now some of your key targets! It is multi billion dollar industry eclipsing box office movie income Gaming is a rich, multimedia experience combining graphics, audio and sound Recently Gaming has followed the rest of us onto the Internet It is now a network experience
  • 12.
    Who’s playing games?Here are some stats that will bear out the significance of gaming on your target audience. Computer and video game software sales grew six percent in 2006 to $7.4 billion – almost tripling industry software sales since 1996. 69 percent of American heads of households play computer and video games.  The average game player is 33 years old and has been playing games for 12 years. The average age of the most frequent game buyer is 40 years old. 80 percent of gamer parents say they play video games with their kids. Sixty-six percent feel that playing games has brought their families closer together. 38 percent of all game players are women. In 2005, 25 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999. 44 percent of game players say they play games online one or more hours per week. Source: Entertainment Software Association 2007
  • 13.
    3. The Onlinerevolution These same people have taken this experience to the Net They are sophisticated, unafraid and active They have high expectations of the online experience both graphically and with content They are not afraid to embrace new technology
  • 14.
  • 15.
    Blogs and SocialNetworking Communication is a key activity for these people online Users are more mature than is generally thought It started with weblogs (blogs) and has evolved into social networking The most popular examples of this are:
  • 16.
    Top 5 SocialNetworking Sites According to Hitwise, the US market share of Internet traffic to the top 20 social networking sites grew by 11.5 percent from January to February 2007, to account for 6.5 percent of all Internet traffic in February 2007. Bebo 1.18% BlackPlanet.com 0.88% Xanga 0.87% MySpace 80.74% Facebook 10.32%
  • 17.
    1. Gizmodo with7,116,865 hits per month 2. TMZ.com with 2,586,927 hits per month 3. engadget.com with 5,679,225 hits per month 4. LifeHacker with 3,242,212 hits per month 5. Huffington Post with 2,842,662 hits per month Source: eBizMBA 2007 The top 5 Blog sites
  • 18.
    How do recruitersuse technology to connect employers to candidates? The traditional channel is print Print will not go away. In fact, it will become more selective to draw the attention of specific candidates Production will have to be controlled using a combination of creative and template-driven systems. It must be linked to the Online space and initiatives and not treated separately
  • 19.
    Job Boards andWebsites Australia has a broad range of job boards to choose from - Mainstream and selective industries International access will increase Asia, USA and Europe Recruiter Website
  • 20.
    Some Job Boardsare taking a different approach
  • 21.
    The next generationwill support true multimedia They will incorporate audio, video and text Our candidates are already in training And posting on the new video-enabled job boards. And in the future, streaming live!
  • 22.
    The Future -Now Our audience is older and better versed in technology than we thought They have access to an array of tools, the internet, mobile phones, Ipods Offer candidates the rich, multimedia and networked solution they expect Build systems that combine Job Boards, Print and websites that make sense Use these technologies to differentiate from everyone else Build and be part of these online communities