Human Resource Recruiting and Selection Using Cellphone Apps

Author(s):  
William Ross ◽  
Evan Newman ◽  
Jeng-Chung V. Chen

The development of Internet-enabled mobile phone applications (apps) affords new opportunities for organizations as they seek to add talent to their workforces. Employers are increasingly reliant on third-party job placement websites (e.g., Monster.com), virtual job fairs, Social Networking Websites, and even massively multiplayer online games such as Second Life to recruit job candidates. Organizations are also utilizing their own websites and apps to both attract and evaluate new applicants. Accompanying these trends is the use of Internet-based smartphone testing for evaluating job candidates, as well as the use of mobile videoconferencing to conduct interviews. This chapter describes such trends, and identifies key questions for future research.

2012 ◽  
pp. 537-549 ◽  
Author(s):  
William Ross ◽  
Ross Slovensky

The development of the Internet affords new opportunities for organizations as they add talent to their workforce. Employers are using third-party job placement websites (e.g., Monster.com), virtual job fairs, social networking websites, and even massively multiplayer online games such as Second Life to recruit job candidates. Organizations are also using their own websites to both attract and to evaluate new applicants. Accompanying these trends is the use of Internet-based testing for evaluating job candidates. Such testing varies based on whether it is proctored or unproctored and whether it incorporates dynamic computer adaptive testing. Finally, many firms are using individual candidate’s social networking websites (e.g., Facebook) as a background screening tool for evaluating job candidates. These trends are described and research questions identified.


2009 ◽  
Vol 10 (6) ◽  
Author(s):  
John Beardwood ◽  
Gabriel Stern

AbstractIn recent years, an increasing numbers of internet users have become regular users of on-line social networking services such as Facebook, MySpace, LinkedIn and Second Life. These services provide a social space for users to connect with friends, network with business contacts and create “virtual” alter egos. Regulators have begun to take a particular interest in the privacy practices of social networking services. One of the most significant initiatives in this respect was recently undertaken by the Office of the Privacy Commissioner of Canada, in the form of a 113 page report on its investigation and critique of Facebook’s privacy policies and practices.Notably, the investigation addressed a range of the privacy concerns cited above: (i) collection and use of personal information by third-party application developers; (ii) account deactivation and deletion; (iii) accounts of deceased users; and (iv) the collection of personal information of non-users. This report is worthy of closer examination for a number of reasons. First, it provides useful lessons to both users and providers of social networking services, in identifying and suggesting solutions to certain privacy risk areas. This report also illustrates the willingness of the Office of the Privacy Commissioner of Canada to investigate, and publicly report on, the privacy practices of non-Canadian organizations. Finally, this report provides some significant direction on how overtly the purposes for personal information should be identified to each subject individual.


Author(s):  
Chaka Chaka

This chapter characterises the evolution of computer-mediated communication (CMC) technologies into social participation technologies (SPTs). With respect to the latter, it explores blogs, social networking sites (e.g., Facebook and MySpace), media sharing sites (e.g., Flickr and YouTube), virtual worlds (e.g., Second Life), massively multiplayer online games (e.g., Lineage and World of Warcraft), and mashups in varying degrees. It also contends that SPTs serve as instances of inscription and attention technologies in relation to users employing them. In addition, it delineates new genres, changing discourses, emerging literacies, online socialised learning and changing learners associated with SPTs. Against this background, the chapter provides, first, a short overview of the evolution of CMC technologies into SPTs. Second, it presents a case for new genres, changing discourses, emerging literacies, online socialised learning and changing learners in the context of SPTs. Last, it outlines some of the future trends likely to influence SPTs in relation to genres, discourses, literacies and online socialised learning.


Author(s):  
Clint Bowers ◽  
Peter A. Smith ◽  
Jan Cannon-Bowers ◽  
Denise Nicholson

Virtual worlds and massively multiplayer online games are becoming a useful tool for distributed teams. From providing a common working place, to allowing members of the team to interact in a physical albeit virtual form, virtual worlds are setting a new standard for tools to facilitate interactions between members of distributed teams. This chapter explores the ways in which virtual worlds could support interactive teams at a greater fidelity then that of the previous generation of groupware tools using a popular virtual world, Second Life as an example. While providing specific examples of how Second Life’s current and planned feature sets could already support distributed teams, that is, teams whose members are geographically disbursed. New features that would provide additional support for these types of teams are also discussed.


2021 ◽  
Vol 12 ◽  
Author(s):  
Lisa Raith ◽  
Julie Bignill ◽  
Vasileios Stavropoulos ◽  
Prudence Millear ◽  
Andrew Allen ◽  
...  

Background: Massively multiplayer online games (MMOs) evolve online, whilst engaging large numbers of participants who play concurrently. Their online socialization component is a primary reason for their high popularity. Interestingly, the adverse effects of MMOs have attracted significant attention compared to their potential benefits.Methods: To address this deficit, employing PRISMA guidelines, this systematic review aimed to summarize empirical evidence regarding a range of interpersonal and intrapersonal MMO well-being outcomes for those older than 13.Results: Three databases identified 18 relevant English language studies, 13 quantitative, 4 qualitative and 1 mixed method published between January 2012 and August 2020. A narrative synthesis methodology was employed, whilst validated tools appraised risk of bias and study quality.Conclusions: A significant positive relationship between playing MMOs and social well-being was concluded, irrespective of one's age and/or their casual or immersed gaming patterns. This finding should be considered in the light of the limited: (a) game platforms investigated; (b) well-being constructs identified; and (c) research quality (i.e., modest). Nonetheless, conclusions are of relevance for game developers and health professionals, who should be cognizant of the significant MMOs-well-being association(s). Future research should focus on broadening the well-being constructs investigated, whilst enhancing the applied methodologies.


2009 ◽  
pp. 505-521
Author(s):  
Clint Bowers ◽  
Peter A. Smith ◽  
Jan Cannon-Bowers ◽  
Denise Nicholson

Virtual worlds and massively multiplayer online games are becoming a useful tool for distributed teams. From providing a common working place, to allowing members of the team to interact in a physical albeit virtual form, virtual worlds are setting a new standard for tools to facilitate interactions between members of distributed teams. This chapter explores the ways in which virtual worlds could support interactive teams at a greater fidelity then that of the previous generation of groupware tools using a popular virtual world, Second Life as an example. While providing specific examples of how Second Life’s current and planned feature sets could already support distributed teams, that is, teams whose members are geographically disbursed. New features that would provide additional support for these types of teams are also discussed.


2012 ◽  
pp. 560-573 ◽  
Author(s):  
Christine A. Henle ◽  
Uma Kedharnath

Cyberloafing is employees’ intentional use of Internet technology during work hours for personal purposes. This can include surfing non-work related Internet sites, sending personal emails, online gaming, or social networking. Given the prevalence of cyberloafing and its negative consequences (e.g., reduced productivity, network clogging, security breaches), organizations have responded by implementing Internet use policies, filtering or monitoring Internet activity, and disciplining policy violators. Recently, attention has shifted away from identifying methods to limit cyberloafing to pinpointing the causes of cyberloafing. This emerging research suggests that employees are more likely to cyberloaf when they are treated unfairly, have certain characteristics like external locus of control or higher work status, have positive attitudes toward cyberloafing, or there are norms supporting it. The authors offer directions for future research that include exploring the possibility that cyberloafing can lead to positive outcomes like increased job performance, reduced stress, and work-life balance.


2010 ◽  
Vol 2 (4) ◽  
pp. 40-50 ◽  
Author(s):  
Minhua Ma ◽  
Andreas Oikonomou

Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players’ behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.


2010 ◽  
Author(s):  
Andrea Gaggioli ◽  
Alessandra Gorini ◽  
Giuseppe Riva

2019 ◽  
Vol 1 (2) ◽  
pp. 25-33
Author(s):  
Mei Ling Phang ◽  
Swee Huay Heng

Information sharing has become prevalent due to the expansion of social networking in this 21st century. However, electronic devices are vulnerable to various kinds of attacks. Information might be disclosed, modified and accessed by an unauthorised third party which consequently leads to the breach of confidentiality, integrity and availability of the information. Therefore, it is of utmost importance to employ the technology of cryptography and steganography to protect information assets. Cryptography and steganography have weaknesses when they are working alone. Therefore, crypto-steganography, the combination of cryptography and steganography are introduced to overcome the weaknesses in order to provide a double layer of security and protection. This paper provides a general overview of steganography and cryptography as well as a comparison analysis of different crypto-steganographic schemes. A secure crypto-steganographic system for healthcare is then developed with the implementation and integration of the secure crypto-steganographic scheme proposed by Juneja and Sandhu. This healthcare system enables users to store and deliver message in a more secure way while achieving the main goals of both cryptography and steganography.


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