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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>CEUR-WS.org</journal-title>
      </journal-title-group>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Online Gaming Platforms to Apply for Jobs - Proposing a Research Model to Investigate Job Seekers' Behaviour</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Andreas Eckhardt, Goethe-University Frankfurt a.</institution>
          <addr-line>Main</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Sven Laumer, Otto-Friedrich University Bamberg</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2010</year>
      </pub-date>
      <volume>570</volume>
      <fpage>20</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>Virtual worlds and serious online gaming simulations are expected to become more and more important in business contexts [27]. Our research evaluates the possible use of online games in the recruitment process by presenting two case studies of companies who implemented an online game to provide realistic job previews for potential applicants going with the opportunity to test and match their individual skill-set with a specific job profile they're interested in. Based on these results and the expectation by companies how job seekers might react when confronted with online games in a business environment we developed a research model for empirical evaluation hypothesising that the intention to use these online games are mainly driven by perceived usefulness, perceived ease of use, perceived selection fairness, perceived data security and perceived enjoyment.</p>
      </abstract>
      <kwd-group>
        <kwd>E-Recruiting</kwd>
        <kwd>Serious Gaming</kwd>
        <kwd>E-Assessment</kwd>
        <kwd>Self-Assessment</kwd>
        <kwd>TAM</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        business applications. Those identified included “conferencing, collaboration, new
employee orientation, training, facilities management, safety, brand development,
customer feedback, product trials, and recruitment” [
        <xref ref-type="bibr" rid="ref26">27</xref>
        ].
      </p>
      <p>
        With the increasing diffusion of the internet and its related internet-based services the
way corporations design and conduct their business processes has fundamentally
changed especially driven by the increasing number of internet users. Especially as
noted above virtual worlds, social network platforms (such as facebook.com) and
serious gaming are expected as particular drivers for this development in corporations.
For example e-commerce platforms (as magentocommerce.com) support the
sales/marketing function in advertising and selling companies products on the Internet
[
        <xref ref-type="bibr" rid="ref20">21</xref>
        ], trading platforms (as tradestation.com) help the finance department to deal in
shares and even an IT averse department as HR gets increasingly supported by the use
of such platforms especially for functions as staff recruitment [
        <xref ref-type="bibr" rid="ref21">22</xref>
        ]. Virtual worlds (as
secondlife.com) or social network platforms (as linkedin.com) offer new options to get
in touch and to attract potential candidates [
        <xref ref-type="bibr" rid="ref31">32</xref>
        ] or online game simulation help to
efficiently select adequate candidates. In general IT has been identified as an important
driver for cost and time reductions in the recruiting process [
        <xref ref-type="bibr" rid="ref22 ref32 ref43">23, 33, 44</xref>
        ].
The particular reason for this development lies in the increasing number of internet
users over the past years as the internet becomes part of everyday life [
        <xref ref-type="bibr" rid="ref37">38</xref>
        ]. In 2008
more than 1.23 billion people worldwide used the internet [8]. In particular people do
not solely use the internet for leisure and information seeking but also for other
important aspects of their life [4] such as applying for jobs [
        <xref ref-type="bibr" rid="ref27">28</xref>
        ]. In the last ten years the
way people apply for jobs changed from simply looking at job ads in printed media,
sending an paper-based application, being interviewed and finally hopefully employed
by the company to looking for job ads in the internet (on job boards such as
monster.com or platforms such as linkedin.com) and sending an IT based application
(email or online application form [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ]. In the course of this progress companies started to
test candidates’ suitability for specific job profiles using IT based methods over the last
years [
        <xref ref-type="bibr" rid="ref11 ref34">12, 35</xref>
        ].
      </p>
      <p>
        These basic ideas of e-assessment use online simulated business environments to test
for the appropriateness of candidates within a serious game. Caligiuri especially
discusses the possibility of realistic job previews using the concept of self-assessment in
terms of question-answer procedures, where candidates can test themselves if they are
appropriate for a job or not [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ]. As first approaches have successfully shown adoption
and usage on corporate side hardly anything is known about jobseeker’s use and usage
behaviour regarding online gaming simulations [
        <xref ref-type="bibr" rid="ref30">31</xref>
        ]. So we address the following
research question:
What influences jobseekers’ use of serious online games in the recruiting context?
We will answer this question by providing a two-step approach. First, we will discuss
the possibilities of online games for realistic job previews by presenting the results of
two case studies conducted with two companies who implemented already an online
game for a realistic job preview (section 3). Based on these results and the general
research background (section 2) we develop (section 4) a research model. A description
of the research design for the empirical validation of the proposed model (section 5) and
a general discussion (section 6) will conclude our paper.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Research Background</title>
      <p>As the objective of our research is to discuss the applicant`s perspective of online games
in recruitment we establish our research in the general research of serious online gaming
and e-recruiting which are explained in the following sub-sections.
2.1</p>
      <sec id="sec-2-1">
        <title>Serious Gaming</title>
        <p>
          Serious games are those which are built on the one side to entertain users and on the
other side to educate them in a particular topic [
          <xref ref-type="bibr" rid="ref42 ref45">43, 46</xref>
          ]. They especially “adapt
computer-gaming technology for business use” [
          <xref ref-type="bibr" rid="ref26">27</xref>
          ]. However, those games are not easy
to develop and building them is a challenge for game designers, researchers and
practitioners [
          <xref ref-type="bibr" rid="ref29">30</xref>
          ]: “Managing the development of a serious game requires the skills of
many disciplines and sometimes painful processes that force team members to learn
from their specialized colleagues”. People play not because they are personally
interested in solving an instance of a particular problem but because they wish to be
entertained [1]. For example, Chatham discusses the possibility to use online games for
training [
          <xref ref-type="bibr" rid="ref15">16</xref>
          ] or Mayo for science and engineering education [
          <xref ref-type="bibr" rid="ref38">39</xref>
          ]. These early
experiments of serious games (i.e. built in virtual worlds) can be categorized in three
dimensions:
using social presence capabilities,
using visualization capabilities,
using simulation capabilities [
          <xref ref-type="bibr" rid="ref26">27</xref>
          ].
        </p>
        <p>
          The combination of an individual’s social presence in a visualized simulated
environment together with other models of categorization, selection and classification
will provide rich insights for both researches on performance diagnostics and
assessment. Although the current degree of serious gaming use in large scale
corporations is still capable of development [
          <xref ref-type="bibr" rid="ref17">18</xref>
          ] and potential regarding recruiting
performance determinants as time-to-hire and costs-per-hire is largely in the future, the
technologies’ development is fast and their maturing process rapidly. But as the
potential of these serious online game simulations for corporations is very high
corporations cannot ignore it. Within the next decade virtual worlds and serious online
gaming environments are expected to be major platforms for business applications and
opportunities especially for secondary business processes as HR Financial service
institutions as ABN Amro or temporary employment agencies as Manpower, and Kelly
Services, as well as the country of Luxembourg, have already used these platforms as
successful recruiting channels [
          <xref ref-type="bibr" rid="ref26">27</xref>
          ].
        </p>
        <p>As the objective of this paper is to discover online games in the domain of recruiting the
next sub-section presents research related to e-recruiting.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>E-Recruiting 2.2.1</title>
      </sec>
      <sec id="sec-2-3">
        <title>Recruiting and applicant selection</title>
        <p>
          During the last decades there has been a lot of research dealing with the recruitment
process and the applicant selection procedure of companies [
          <xref ref-type="bibr" rid="ref32 ref41">2, 33, 42</xref>
          ]. Especially the
greater competition for employees has led executives to think about how various
components of the recruitment process might influence the attractiveness of the
organization [
          <xref ref-type="bibr" rid="ref44">45</xref>
          ] and with the diffusion of the Internet the process of recruitment
changed dramatically [
          <xref ref-type="bibr" rid="ref12 ref28">2, 13, 29</xref>
          ]. Therefore the interest of researchers and practitioners
in recruitment related topics increased. For example an analysis of the employer and
job-seeker behaviour on the IT labour market showed that job ads are mainly posted on
the internet, job-seekers apply for jobs predominately using online application forms or
e-mail and job seekers more and more introduce themselves to companies by storing
their resumes in databases of both social networking platforms (as linkedin.com) and
online job boards (as monster.com) where employers can search in [
          <xref ref-type="bibr" rid="ref27 ref52">28, 53</xref>
          ].
Lee (2007) suggest a holistic e-recruiting system architecture to visualize companies the
potential information systems and especially the internet offers to perform the
recruitment tasks both more effectively and efficiently [
          <xref ref-type="bibr" rid="ref35">36</xref>
          ]. A first step towards an
erecruiting success model was proposed by [
          <xref ref-type="bibr" rid="ref22">23</xref>
          ] who showed that companies using IT in
recruitment improved their recruitment process in terms of cost, time and applicant’s
data and overall quality. In general, research of e-recruitment shows that the way staff
recruitment is conducted changed from a paper-based world to a mainly IT supported
one. Especially the recruiting process step of candidate attraction and workflow
management information systems are an important supporting function [
          <xref ref-type="bibr" rid="ref32">33</xref>
          ].
According to [
          <xref ref-type="bibr" rid="ref33 ref34">34-35</xref>
          ] the next step of IT support in recruitment is the selection
subprocess. These “internet-supported processes for the evaluation and prediction of
relevant biographical and psychological variables in order to assess the suitability of a
candidate for a particular job” (p. 263) are defined as e-assessment [
          <xref ref-type="bibr" rid="ref34">35</xref>
          ].
The basic goal of e-assessment is to generate a limited shortlist of suitable candidates by
means of the skills and abilities of the applicants with the requirements of the job profile
[
          <xref ref-type="bibr" rid="ref10">11</xref>
          ]. The instruments used to diagnose suitability can be classified in terms of their
methodology: attribute approach, simulation and biographical approach. The attribute
approach can be used to assess personal characteristics regarded as relatively stable. The
simulation approach is intended to capture the behaviour of an individual in situations
of a kind that might be expected in the work environment and the individual’s
biographical approach is simply collecting data using for example an online application
form [
          <xref ref-type="bibr" rid="ref34">35</xref>
          ]. E-Assessment can furthermore distinguish on the one side offering recruiters
the possibility to select candidates and on the other side offering a self-selection to
candidates (self-assessment [
          <xref ref-type="bibr" rid="ref33">34</xref>
          ].
        </p>
        <p>
          Self-Assessment is based on the idea that a question and answer procedure can be
devised that will help a person appraise and develop his/her knowledge about a
particular topic” [
          <xref ref-type="bibr" rid="ref51">52</xref>
          ] (p.110). The primary motivation of self-assessment is not for an
individual to satisfy his joy; rather, it is for the participant to appraise and develop
him/herself. Caliguri and Phillips (2003) discussed the possibility of self-assessment
procedures as method to provide a realistic job preview to applicants [
          <xref ref-type="bibr" rid="ref11">12</xref>
          ].
A realistic job preview is the provision of both favourable and unfavourable job-related
information to job candidates [
          <xref ref-type="bibr" rid="ref39">40</xref>
          ]. Communicating a complete picture of the
requirements of the jobs better allows a candidate to self-assess their likely fit with the
position enabling candidates to make a better informed decision about applying for the
position or not. The way in which these aspects are communicated can vary greatly. For
instance, realistic job previews consist of verbal (e.g. discussions with current
employees or recruiters), audiovisual (e.g. video clips of what the job will entail) and
written materials (e.g. pamphlets, orientation books) [
          <xref ref-type="bibr" rid="ref11">12</xref>
          ]. Another possibility is the
usage of online games to enable candidates in a playful environment to discover the
attitudes of a job they are interested in [
          <xref ref-type="bibr" rid="ref33">34</xref>
          ]. Therefore the next subsection describes the
concept of online games in recruitment.
2.2.2
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Online Gaming and Recruiting</title>
        <p>
          Computer games offer many options for communicating complex concepts. Already in
1988 Webster discussed how computer tasks can be made more playful [
          <xref ref-type="bibr" rid="ref50">51</xref>
          ]. As
discussed in the sub-sections before in case of recruitment practitioner see the
possibility for serious online games [
          <xref ref-type="bibr" rid="ref26">27</xref>
          ] and some pioneers already implement them
[
          <xref ref-type="bibr" rid="ref33">34</xref>
          ]. Online games are used especially in the simulation approach to capture the
behaviour of an individual in situations of a kind that might be expected in the work
environment. The simulations of the work environment can be used on the one side to
provide a realistic job preview to job seekers and on the other side as a tool to diagnose
the suitability of applicants and to select the most appropriate ones [
          <xref ref-type="bibr" rid="ref10 ref34">11, 35</xref>
          ]. Our
research presented in this paper will focus on the job preview part of online games in
recruitment.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3 Case Studies of Self-Assessment</title>
      <p>
        We use a case study approach with two companies to introduce the concept of
selfassessment within the recruitment context. We designed the case study following the
guidelines by Yin [56] and Eisenhardt [
        <xref ref-type="bibr" rid="ref23">24</xref>
        ]. We conducted a two-stage interview with
process-owners in each company to discover the context variables using a
semistructured interview and a fully structured one after one month. Context variables were
based on general information systems acceptance literature [
        <xref ref-type="bibr" rid="ref47 ref48 ref49">48-50</xref>
        ] as well as recruiting
selection acceptance literature [2, 5-6]. We considered these variables as the basis for
our research model. We conducted the interviews to validate with the experience of HR
managers which variables influences an individual’s decision to use self-assessment
systems. To support our results we have added further documents provided by the
companies as meeting records and project descriptions. The resulting case study report
was released by the companies. Based on these results we developed our research model
discussing the results with the relevant literature in section 4.
3.1
      </p>
      <sec id="sec-3-1">
        <title>Companies Background</title>
        <p>The first company chosen for the case study is one of the largest global publishing
houses with more than 14.000 employees in 24 countries. Despite the size of the
enterprise difficulties concerning its employer brand were identified. The main reason
for this situation is the weak awareness of the company’s name compared with a wide
range of very well-known products. Furthermore the observed company searches for
new employees in the commercial area, but people do not expect a publishing house
being an employer for commercial occupation. Addressing these challenges the
company decided to implement a system for self-selection by candidates within its
recruitment process.</p>
        <p>The second company is one of the largest chemistry distributers in Europe. The main
focus of the company is international trading with synthetics, specialty chemicals and
chemical agents. In 2008 the company employed 650 people and had a turnover of 1
billion euro. The main focus in recruiting is on candidates for the apprenticeship
programs due to the shortage of candidates available on the job market for professionals
in the fields of chemical distribution and engineering. The apprenticeship program is
designed for a combined business and chemical engineering education and is conducted
together with a university of applied science. Due to the specific job profile the
company is challenged to find suitable candidates which do fit with the requirements of
the apprenticeship program in the background of an unrenownedness of the company in
general. Therefore the company decided to implement a system on the corporate career
website to improve on the one side its attractiveness and on the other side to enable
candidates to decide themselves if they will fit with the requirements of the
apprenticeship program.</p>
        <p>The next section discusses the expectation of the both companies how they suppose that
candidates will accept the system, how candidates reacts after using the system and
which challenges are important while considering to implement a self-assessment
system for candidates.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Self-Assessment systems</title>
        <p>Both companies implemented a self-assessment platform to address the described
challenges which are designed in an online gaming environment in a virtual world. The
platforms are built as online games where candidates can act as avatars in a simulated
business environment and are confronted with typical tasks of the job they are interested
in. The virtual environment is built similar to the real world of the company
headquarters and real employees are included as simulated avatars. The systems are part
of the websites of the companies and therefore accessible to everyone on the internet.
Having performed a task, the participant gets a feedback about her/his abilities and fit
with the requirements tested. Furthermore the candidate gets an idea of how the job and
job environment looks like and therefore he/she is provided with a realistic job preview.
Playing these online games the candidates assess their appropriateness and propensity to
start a career or apprenticeship at the companies and decide after completing the tasks
whether to apply for the job or not. The results of these self-assessments can only be
seen by the candidates and are not stored for further use for the companies. As an ideal
result of the self-assessment appropriate candidates who did not consider the companies
as an employer before would now apply for a job realizing the interesting challenges the
companies offer. On the other side candidates who intended to apply for a job in the
past would now forbear from doing so, if they expected a different kind of work. Both
scenarios would lead to better appropriateness of applicants as well as to a better
personnel selection.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Candidates’ reaction</title>
        <p>Both projects were implemented in 2007 and designed to achieve a high user
satisfaction. For the project managers it was important that the system offers candidates
both a fun driven and enjoyable atmosphere while using the system. Therefore the
system was implemented as an online game because the managers expected that the
system will be easy to use for candidates if it is implemented as an online game.
Furthermore it is important that the candidates perceive that the selection process is fair
and transparent as well as that the data collected is secure and not used otherwise as
provided the HR managers of both companies explained their objectives for the
platform design. For example as the HR manager of company 2 explained “one
candidate reported in the job interview that he applied for the job due to the
selfassessment system because he enjoyed it and he got a good impression of the job and
his appropriateness for it. Most of the candidates reported that they perceived the
online game really innovative and cool.”
The HR manager of company 1 pointed out that “in job interviews the candidates
reported that they enjoyed playing the game and they felt well during the job interview
because they know me and the environment by playing the game. Most candidates
where surprised that I had no idea of their game results as they expected that we would
use the data in the job interview. Some candidates explicitly stated that the only concern
they perceived while playing the game was what happens with the data the game is
collecting.”
Furthermore the manager of company 1 continued that “the received applications are
now more focused and most of the applicants have a clear expectation of us as an
employer. The candidates who were employed reported after a while that they were
surprised how good the feedback and job preview of the system is as they can realize
now how the jobs really are and that they are not very different from the expectation
they perceived after playing the self-assessment game”.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4 Research Model</title>
      <p>Based on these case study results and the theoretical background of our research we will
develop a research model explaining online gaming usage behaviour of self-assessments
in a more general way. In the case study interviews we identified five reasons why a
candidate might use a self-assessment system. First of all, the TAM constructs
Perceived Ease of Use and Perceived Usefulness were identified to influence the
Intention to Use a self-assessment system. Therefore the basic underlying model for our
research model is Davis’s TAM. Furthermore we identified Perceived Enjoyment,
Perceived Selection Fairness and Perceived Data Security to have an influence on the
intention to use a self-assessment system. In the following subsection we will discuss
the hypotheses of our research model as we have identified them in the case study
interviews and which are summarized in Figure 1.
4.1</p>
      <sec id="sec-4-1">
        <title>Technology Acceptance Model</title>
        <p>
          Technology acceptance research is one of the most important research streams in the
information system discipline. The research stream has its root in Davis’s technology
acceptance model (TAM) [
          <xref ref-type="bibr" rid="ref17 ref18">18-19</xref>
          ], which hypothesize that user acceptance can be
explained by two beliefs: perceived ease of use (“the degree to which a person believes
that using a system would enhance his/her job performance”, [
          <xref ref-type="bibr" rid="ref17">18</xref>
          ], p. 320) and
perceived usefulness (“the degree to which a person believes that using a system would
be free of effort”, [
          <xref ref-type="bibr" rid="ref17">18</xref>
          ], p. 320). Based on TAM Davis et al. (1992) [
          <xref ref-type="bibr" rid="ref19">20</xref>
          ] discussed the
extrinsic and intrinsic motivation to use computers in the workplace and added “an
important addendum to the model [TAM]” ([
          <xref ref-type="bibr" rid="ref46">47</xref>
          ], p. 695) called Perceived Enjoyment
(“the extend to which the activity of using the computer is perceived to be enjoyable in
its own right, apart from any performance consequences”, [
          <xref ref-type="bibr" rid="ref19">20</xref>
          ], p. 1113). Since 1989
technology acceptance research has lead to various extensions, refinements, replication
and unification of technology acceptance models [
          <xref ref-type="bibr" rid="ref54">55</xref>
          ]. We will use the technology
acceptance model to explain the usage behaviour of applicants regarded to
selfassessment applications
As we identified perceived usefulness and perceived ease of use as important
antecedents for the intention to use self-assessment systems we hypothesis following the
proposition of Davis (1989) [
          <xref ref-type="bibr" rid="ref17 ref18">18-19</xref>
          ] that
H1: The Intention to Use (INT) a system has a direct, positive effect on the
actual system usage (BEV).
        </p>
        <p>H2: Perceived Ease of Use (PEOU) has a direct, positive effect on the intention
to use.</p>
        <p>H3: Perceived Ease of Use (PEOU) has a direct, positive effect on Perceived
Usefulness.</p>
        <p>H4: Perceives Usefulness (PU) has a direct, positive effect on the intention to
use.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Perceived Enjoyment</title>
        <p>
          Beside the two extrinsic variables PEOU and PU technology acceptance especially in
the case of hedonic information systems [
          <xref ref-type="bibr" rid="ref46">47</xref>
          ] is driven by intrinsic motivational factors
[
          <xref ref-type="bibr" rid="ref19">20</xref>
          ]. An intrinsically motivated user is driven by benefits derived from the interaction
with the system per se [9]. According to our case study results users of self-assessment
system are driven by the perceived enjoyment of the system as well. Therefore
following the propositions by van der Heijden [
          <xref ref-type="bibr" rid="ref46">47</xref>
          ] we hypothesize that:
H5: Perceived Enjoyment (PE) has a direct, positive effect on the Intention to
Use (INT).
        </p>
        <p>H6: Perceived Ease of Use (PEOU) has a direct, positive effect in Perceived
Enjoyment (PE).
4.3</p>
      </sec>
      <sec id="sec-4-3">
        <title>Perceived Selection Fairness</title>
        <p>
          Ryan and Ployhart (2000) summarized the research of perceived fairness of selection
procedures of applicants [
          <xref ref-type="bibr" rid="ref41">42</xref>
          ] and Bauer [5] developed an selection procedural justice
scale to evaluated the perceived selection fairness of instruments used by companies
during the recruitment process.
        </p>
        <p>
          Furthermore other research discussed in detail different aspects of applicants’ views on
the fairness of selection procedures. For example [
          <xref ref-type="bibr" rid="ref39">40</xref>
          ] evaluated rule violations and time
of measurement as effects on applicants’ reaction. Elkins and Phillips [
          <xref ref-type="bibr" rid="ref24">25</xref>
          ] discussed the
perceived selection fairness of applicants in term of job context, selection decision and
the expected decision outcome. In addition [
          <xref ref-type="bibr" rid="ref25">26</xref>
          ] discussed the perceived selection
fairness form an organizational perspective.
        </p>
        <p>
          First approaches of perceived selection fairness of applications related to IT based
selection instrument can be found by [
          <xref ref-type="bibr" rid="ref53">54</xref>
          ]. They argue that applicants are more indented
to use IT based measures if the offering company can ensure the selection fairness of
the systems.
        </p>
        <p>
          Therefore, according to Gilliland (1993) [
          <xref ref-type="bibr" rid="ref25">26</xref>
          ], we hypothesize for the perceived
selection fairness of applicants while using a self-assessment system that it will affect
on the one side the self perceptions such as perceived usefulness and on the other side
the direct reaction of the application during the recruitment process. Hence our
hypothesise are:
        </p>
        <p>H7: Perceived Selection Fairness (PSF) has a direct, positive effect on
Perceived Usefulness (PU).</p>
        <p>H8: Perceived Selection Fairness (PSF) has a direct, positive effect on the
Intention to Use (INT).
4.4</p>
      </sec>
      <sec id="sec-4-4">
        <title>Perceived Security Risk</title>
        <p>
          Known from research on e-commerce another important antecedent of intention to enter
data on websites is the perceived risk that the entered data might be misused by
companies or others [
          <xref ref-type="bibr" rid="ref36">37</xref>
          ]. While conducting self-assessments companies are technically
able to collect data although most time they do not so applicants are concerned that their
data is spread inside the company across different departments [
          <xref ref-type="bibr" rid="ref33">34</xref>
          ]. Therefore we
assume that the perceived data security while using a self-assessment application has a
direct effect on the intention to use it. Hence, our final hypothesis according to [
          <xref ref-type="bibr" rid="ref36">37</xref>
          ] is:
H9: Perceived Data Security (PSR) has a direct, positive effect on the Intention
to Use (INT).
        </p>
        <p>Our research model to explain the usage behaviour of self-assessment platforms by job
seekers containing the nine hypotheses developed by theory and case study research is
illustrated in Figure 1.</p>
        <sec id="sec-4-4-1">
          <title>Perceived</title>
        </sec>
        <sec id="sec-4-4-2">
          <title>Selection</title>
        </sec>
        <sec id="sec-4-4-3">
          <title>Fairness PSF</title>
        </sec>
        <sec id="sec-4-4-4">
          <title>Perceived</title>
        </sec>
        <sec id="sec-4-4-5">
          <title>Data</title>
        </sec>
        <sec id="sec-4-4-6">
          <title>Security PDS</title>
          <p>H8 (+)
H9 (+)
H7 (+)
PU
H4 (+)
H2 (+)
PE</p>
        </sec>
        <sec id="sec-4-4-7">
          <title>Perceived</title>
        </sec>
        <sec id="sec-4-4-8">
          <title>Enjoyment</title>
          <p>H3 (+)</p>
        </sec>
        <sec id="sec-4-4-9">
          <title>PEOU</title>
          <p>H5 (+)</p>
          <p>H6 (+)</p>
          <p>INT</p>
          <p>H1 (+)</p>
          <p>BEV
How we intend to validate the proposed research model will be described in the
following section.
5</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Research Design</title>
      <p>
        We will use an online questionnaire to empirically validate our hypotheses. Our
research model will be operationalized and transferred into a structural equation model
which will be analyzed using the Partial Least Squares (PLS) approach [
        <xref ref-type="bibr" rid="ref16">3, 17</xref>
        ]. Each
construct is represented by a set of reflective indicators which are summarized in Table
1. The indicators were adopted from the relevant literature as discussed in section 4.
Perceived Ease of Use and Perceived Usefulness are based on Davis [
        <xref ref-type="bibr" rid="ref17">18</xref>
        ], Intention and
Behaviour on Venkatesh et al. [
        <xref ref-type="bibr" rid="ref48">49</xref>
        ], Perceived Enjoyment on van der Heijden [
        <xref ref-type="bibr" rid="ref46">47</xref>
        ],
Perceived Selection Fairness on Bauer [5], and Perceived Data Security on Lwin [
        <xref ref-type="bibr" rid="ref36">37</xref>
        ].
BEV-1
INT-1
INT-1
INT-2
PDS-1
PDS-2
PDS-3
PE-1
      </p>
      <p>How often do you use self-assessment?
I intend to use self-assessment in the future.</p>
      <p>I plan to use self-assessment in the future.</p>
      <p>I will use self-assessment in the future.</p>
      <p>I think that my results of a self-assessment will be treated confidential.</p>
      <p>I think that my results of a self-assessment will not be shared with other people.
I think that no other people have access to my results of a self-assessment.</p>
      <p>I think using self-assessment is without stress.</p>
      <p>PE-2 I think using self-assessment is appealing.</p>
      <p>PE-3 I think using self-assessment is enjoyable.</p>
      <p>PEOU-1 Self-Assessment will increase my efficancy.</p>
      <p>PEOU-2 Using self-assessments is easy to learn.</p>
      <p>PEOU-3 Self-Assessments are easy to use.</p>
      <p>PEOU-4 Self-Assessments are easy to operate.</p>
      <p>PSF-1 Self-Assessments give good feedback of my appropriateness.</p>
      <p>PSF-2 I trust the results of a self-assessment.</p>
      <p>PSF-3 The results of a self-assessment are usable to draw a conclusion of my appropriateness.
PSF-4 Self-Assessments discover all important parts to provide good feedback.
PU-1 Self-Assessment will simplify my decision to apply for a particular job.
PU-2 Self-Assessments will improve my applications.</p>
      <p>PU-3 Self-Assessments will improve the effectiveness of my applications.</p>
      <p>PU-4 Self-Assessments will improve the quality of my applications.</p>
      <p>PU-5 Self-Assessments will increase my chance to get hired.</p>
      <p>
        Note: Bev will be measured on a 5-point Likert scale from very often to never, all other items from strongly agree to
strongly disagree
The research participants will be invited using an e-mail broadcast. Therefore those job
seekers who are registered on general platform for recruiting and business context will
be contacted. We will include in our empirical analyse the data of those participants
who indicate that they have already used an self assessment system or are used to the
basic idea of these systems but did not used them already. The data is used to validate
the measurement model of the constructs used and the power of the structural model.
Due to our methodology our proposed research might have limitations as every
empirical field study. It only might represent a single example of jobseekers who
already used self-assessments with a specific economy, country or cultural region.
There might be differences for the intention to use with different settings. The results
might differ for different age groups or career status. In addition, as we will collect data
from participants at the same time using the same survey our results may be affected by
common method variance [
        <xref ref-type="bibr" rid="ref40">41</xref>
        ]. Therefore we will apply methods to avoid common
method variance as proposed for example by [
        <xref ref-type="bibr" rid="ref40">41</xref>
        ]. A limitation of our research as
presented is that we have only collected indirect data. These data are from the people
who designed the self-assessment system and not from user itself. However, the HR
managers reported the results of job interviews they have conducted.
6
      </p>
    </sec>
    <sec id="sec-6">
      <title>Discussion</title>
      <p>
        Virtual worlds, online communities and serious gaming are expected to change the way
business is conducted in the next ten years [
        <xref ref-type="bibr" rid="ref26">27</xref>
        ]. Based on these expectations the
objective of this research is, to extend the knowledge of gaming in business contexts by
discussing the possibility to use online games in simulated business environments to
enable jobseekers to evaluate themselves if they are appropriate for a particular job or
not. The case studies with two corporations from Germany showed that
selfassessments can be used as a tool for a realistic job preview. These job previews –
implemented as an online games in a virtual world simulating real business scenarios –
help jobseekers to decide themselves if they will apply for a job or not based on the
information received by playing the online game. Furthermore the case studies showed
that HR executives have different expectations of how candidates might react when
confronted with online games in the recruitment context. The developed research model
hypothesise that jobseekers are mainly influenced by their perceived usefulness and
perceived ease of use of the system as well as perceived selection fairness, perceived
enjoyment and perceived data security.
      </p>
      <p>In terms of perceived usefulness jobseekers expect that using self-assessment will
support them to apply with improved applications, simplify their decision whether to
apply for job or not and improve the chance to get hired. Using these systems is in
addition easy to learn and to execute. Therefore the classical TAM hypotheses are once
more an important part to explain an individual’s intention to use an information
system.</p>
      <p>In addition to TAM jobseekers are more intended to use self-assessments if the
companies offering this option can communicate that there is no risk of misusing the
data collected by the games. As the construct perceived data security shows it is
important for candidates that they think that their data cannot be accessed by other
persons and is treated confidential.</p>
      <p>Perceived selection fairness is another important antecedent of the perceived usefulness
of the self-assessments as derived from literature and additionally the case study results.
Discussing perceived selection fairness related to an IT-based selection instrument in
the recruitment process will enable research to provide some results how the reaction of
candidates is different according to IT-based and non-IT-based solutions as the
construct perceived selection fairness was only used for non-IT-based methods so far.
The case studies of our approach showed that also for IT-based solutions perceived
selection fairness is an important antecedent for the intention to accept an IT-based
selection method.</p>
      <p>
        Perceived enjoyment was hypothesized following [
        <xref ref-type="bibr" rid="ref46">47</xref>
        ] as a mediator for perceived ease
of use and its effect on intention. According to our case studies and the related literature
it seems to be that enjoyment as an intrinsic motivational factor is as important as the
extrinsic ones in the context of online gaming to apply for jobs. The proposed research
model might be useful to investigate if jobseekers particular intention to use
eassessment is more driven by the aim to find an adequate profession and less by the aim
of individual enjoyment. Is it for jobseekers in general more important that companies
ensure data security, selection fairness, ease of use and usefulness of the system instead
of offering really enjoyable systems?
In general the results might contribute to the technology acceptance literature by
evaluating perceived selection fairness as an antecedent of perceived usefulness.
Following the concepts of [
        <xref ref-type="bibr" rid="ref13 ref14 ref30">7, 14-15, 31</xref>
        ] future research might evaluate if perceived
selection fairness is an inhibitor or enabler of the intention to use an information system
and if the effect of perceived selection fairness is different for the group of adopters and
non-adopters. Furthermore future research might contribute to the selection literature by
applying a selection procedural justice scale to an IT based selection instrument and
showed that perceived selection fairness is a driver of perceived usefulness.
Finally as mentioned in the introduction prior research approaches concerning the use
and success of online gaming simulations were solely limited to the corporate side.
With our model we provide a new view focusing on users’ side by combining new
constructs as perceived selection fairness or perceived data security and classic
technology acceptance components as perceived usefulness and perceived ease of use.
The results might influence the design of these systems regarding the importance for
each of the factors discussed as evaluated with the applicants’ data.
7
      </p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>Self-Assessments built as online games in virtual worlds help jobseekers to make a
decision on their own to apply for a job or not. Our research provides a research model
that introduces these factors influencing an individual’s self-assessment usage. As the
results show an individual is particularly influenced by the perceived selection fairness,
perceived data security, perceived enjoyment and the classic TAM constructs perceived
usefulness and perceived ease of use.</p>
      <p>Bhattacherjee, A. and N. Hikmet, Physicians’ Resistance toward Healthcare
Information Technologies: A Dual Factor Model, in Proceedings of the Hawaii
International Conference on System Systems (HICSS). 2007: Big Island, HI, USA.
[56] Yin, R.K., Case Study Research: Design and Methods. 2003, Thousand Oaks,
London, New Dehli: Sage Publications, Inc.</p>
    </sec>
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