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Recruitment gaming: propositions to users and implications for universities
PROCEEDING

, University of Hong Kong, Hong Kong

EdMedia + Innovate Learning, in Amsterdam, Netherlands Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Social media connectivity, self-assessment appetite, and natural game play inclinations can be leveraged for talent acquisition in the corporate world and in higher education. Games, simulations, and online diagnostic tests target potential users with “play a game, get a job” slogans. This paper examines the platform construction and rationale that recruitment gaming companies pitch to their users, which are often rising seniors or fresh university graduates. Opportunities for human intervention in an otherwise algorithmic setting are examined, and current recruitment platforms are compared to long-standing, non-gamified academic competitions targeting advanced high school students. Easily accessible online platforms offering quick measurement of non-cognitive and personality traits could have a profound impact on the university admissions process in the future.

Citation

Porter, G. (2018). Recruitment gaming: propositions to users and implications for universities. In T. Bastiaens, J. Van Braak, M. Brown, L. Cantoni, M. Castro, R. Christensen, G. Davidson-Shivers, K. DePryck, M. Ebner, M. Fominykh, C. Fulford, S. Hatzipanagos, G. Knezek, K. Kreijns, G. Marks, E. Sointu, E. Korsgaard Sorensen, J. Viteli, J. Voogt, P. Weber, E. Weippl & O. Zawacki-Richter (Eds.), Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 297-302). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE). Retrieved August 9, 2024 from .

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