12 research outputs found

    Message from SIM

    Get PDF

    From Stress to Success: Leveraging the Online Experience for Information Systems Students

    Get PDF
    In 2020, the coronavirus disease of 2019 (COVID-19) pandemic caused universities around the world to abruptly transition to remote learning. This transition significantly disrupted higher education and impacted both graduate and undergraduate studentsā€™ stress levels. However, one can implement remote learning via a method with lower stress that also helps prepare students for an increasingly digital workplace. Additionally, different modes of remote learning could enable students to enhance their digital competencies. In this paper, I describe a teaching practice in which I modified one undergraduate and one graduate course to reduce studentsā€™ stress from remote learning and provide opportunities for students to enhance their digital competency in adaptability, conceptual thinking, and digital literacy. Overall, the students and I found the experience positive. I will continue this practice in online courses even once higher education campuses return to face-to-face delivery

    Architecture of Belonging ā€“ A Social Identity-based Design Theory of Community Identiļ¬cation in Multiplayer Video Games

    Get PDF
    Recently several studies have worked towards a better understanding of reasons to play multiplayer online games (MOGs). Despite multiple approaches used, understanding of the topic remains incomplete due to its complexity. This study constructs an explanatory design theory of community identiļ¬cation as a predictor of engagement in MOGs. To that end, a structured multimixed-method study was conducted. First, a quantitative survey (N=236) was used to illustrate the explanatory power of community identification in the specific context of our study. Second, a workshop (N=10) was held identifying similarity and mutual influence as the most meaningful design elements of community identification. On this basis, and building off the design science paradigm, and assumptions from the contrast model and interactive richness, an explanatory design theory to foster community identiļ¬cation in MOGs is derived. The model features the elements of the design factors similarity (high vs. low) and interactive richness (rich vs. poor) that can be tested in future (experimental) research

    Examining Game-Thinking in Human Resources Recruitment and Selection: A Literature Review and Research Agenda

    Get PDF
    Human resources departments have long embraced the use of technology to incorporate game-thinking to encourage potential applicants to apply for open positions and to select employees among qualified candidates. Organizations are using serious games, game-inspired design, game-like simulations, and gamification to support recruitment and selection activities and we examine the academic literature on the role of game-thinking for recruitment and selection of employees. Based on our review of 35 articles on game-thinking for recruitment and selection, we describe the state of research related to game-thinking for recruitment and selection, including theoretical foundations, targeted outcomes, and game design elements examined or discussed within this literature. Based on our systematic review of the literature, we identify opportunities for future research related to game-thinking in recruitment and selection

    Proceedings of the 54th Hawaii International Conference on System Sciences 2021

    Get PDF
    Recently several studies have worked towards a better understanding of reasons to play multiplayer online games (MOGs). Despite multiple approaches used, understanding of the topic remains incomplete due to its complexity. This study constructs an explanatory design theory of community identiļ¬cation as a predictor of engagement in MOGs. To that end, a structured multimixed-method study was conducted. First, a quantitative survey (N=236) was used to illustrate the explanatory power of community identification in the specific context of our study. Second, a workshop (N=10) was held identifying similarity and mutual influence as the most meaningful design elements of community identification. On this basis, and building off the design science paradigm, and assumptions from the contrast model and interactive richness, an explanatory design theory to foster community identiļ¬cation in MOGs is derived. The model features the elements of the design factors similarity (high vs. low) and interactive richness (rich vs. poor) that can be tested in future (experimental) research.</p

    Architecture of belonging - A social identity-based design theory of community identification in multiplayer video games

    Get PDF
    Recently several studies have worked towards a better understanding of reasons to play multiplayer online games (MOGs). Despite multiple approaches used, understanding of the topic remains incomplete due to its complexity. This study constructs an explanatory design theory of community identification as a predictor of engagement in MOGs. To that end, a structured mixed-method study was conducted. First, a quantitative survey (N=236) was used to illustrate the explanatory power of community identification in the specific context of our study. Second, a workshop (N=10) was held identifying similarity and mutual influence as the most meaningful design elements of community identification. On this basis, and building off the design science paradigm, an explanatory design theory to foster community identification in MOGs is derived. The model features the elements of the design factors similarity (high vs. low) and interactive richness (rich vs. poor) that can be tested in future (experimental) research.Peer reviewe

    Good gamers, good managers? A proof-of-concept study with Sid Meierā€™s Civilization

    Get PDF
    Human resource professionals increasingly enhance their assessment tools with game elementsā€”a process typically referred to as ā€œgamificationā€ā€”to make them more interesting and engaging for candidates, and they design and use ā€œserious gamesā€ that can support skill assessment and development. However, commercial, off-the-shelf video games are not or are only rarely used to screen or test candidates, even though there is increasing evidence that they are indicative of various skills that are professionally valuable. Using the strategy game Civilization, this proof-of-concept study explores if strategy video games are indicative of managerial skills and, if so, of what managerial skills. Under controlled laboratory conditions, we asked forty business students to play the Civilization game and to participate in a series of assessment exercises. We find that students who had high scores in the game had better skills related to problem-solving and organizing and planning than the students who had low scores. In addition, a preliminary analysis of in-game data, including playersā€™ interactions and chat messages, suggests that strategy games such as Civilization may be used for more precise and holistic ā€œstealth assessments,ā€ including personality assessments

    Employer Branding: Gamification as a Talent Retention Strategy for the Portuguese Digital Workforce

    Get PDF
    Dissertation presented as the partial requirement for obtaining a Master's degree in Data Driven Marketing, specialization in Marketing IntelligenceWorldwide corporations are grappling with the challenge of managing the expectations of the digital workforce, composed of Millennials and Gen Z employees, questioning how to attract, engage, motivate, and retain these talents, using digital strategies that may fulfil their technological demands. A possible strategy that has gained popularity in the last years is the gamification of employer branding experiences where companies can stand out from competitors and market themselves as a great place to work. In Portugal, this is still a subject to be explored, therefore, this paperā€™s primary objective is to clarify employer branding gamification (EBG) as a way of engaging and motivating the Portuguese digital workforce and understand if this may be a suitable approach for their retention. A survey with two evenly distributed and randomized blocks, one with a gamified EB scenario and another with a traditional EB scenario, was administered to 100 individuals. The results show significantly higher engagement, motivation, and retention values in the group that saw the gamified EB experience, as opposed to those who saw the traditional one, indicating that gamifying employer branding experiences has a positive effect on employee motivation, engagement, and retention in the digital workforce in Portugal

    Using Online Gaming Experience to Expand the Digital Workforce Talent Pool

    No full text
    Many organizations may be missing candidates with the competencies needed for a digital workforce because they donā€™t consider the skills gained through non-work activities, such as online gaming. Organizations should therefore encourage applicants to share their online gaming experiences on their rĆ©sumĆ©s and during job interviews. Based on interactions with corporate recruiters, career support personnel and online gamers, this article explains how and why organizations should consider applicantsā€™ online gaming experiences in their hiring processe

    Tracing the evolution of digitalisation research in business and management fields: Bibliometric analysis, topic modelling and deep learning trend forecasting

    Get PDF
    Research on digitalisation trends and digital topics has become one of the most prolific streams of research within the fields of business and management during the course of the past few years. The purpose of this study is to provide a general picture of the intellectual structure and the conceptual space of this research realm. To this purpose, 6067 publications related to digital topics, indexed in the business and management categories of Web of Science (WoS), and dated from 1990 to 2020 are explored based on the approaches of bibliometric analysis, topic modelling and trend forecasting. The results of the bibliometric analysis comprise insights into the publication and citation structure, the most productive authors, the most productive universities, the most productive countries, the most productive journals, the most cited studies and the most prevalent themes and sub-themes on digitalisation in business and management. In addition, the outcomes of the topic modelling give new knowledge on the latent topical structure along with the rising, falling and fluctuating trends of this literature. In addition, the results of the trend forecasting enable readers to have a glimpse of how the underlying trends of the literature will probably change within the next years until 2025. These results provide guidance and orientation for both academics and practitioners who are initiating or currently developing their efforts in this discipline.info:eu-repo/semantics/acceptedVersio
    corecore