SESSION: Keynote & Invited Talks
Since the early 1960s, the field of management information systems has experienced tremendous growth and its research community has formalized and flourished. Professor Ephraim R. McLean, Regents’ Professor and George E. Smith Eminent Scholar’s Chair — “Eph” — is a legend among scholars of information systems and in particular scholars in computer and people research. He has been a fixture at ACM SIGMIS CPR from its early beginnings in the 1970s. His keynote will provide a historical look at the foundations of the field, examine its enduring issues, and speculate about the future of research and practice.
SESSION: Poster Session
A Comparative Study on the Academic Performance of Three Information System (IS) Streams at the University of Botswana
The University of Botswana (UB) has been offering the Bachelor of Information Systems (BIS) programme since 2002. The offering is done via three streams – Business Information Systems (BIS), Computer Information Systems (CIS) and Information Management (IM) through three departments: Department of Accounting & Finance, Department of Computer Science, and Department of Library and Information Studies respectively. In 2010, a new curriculum was approved that has since been implemented by the three streams for about five years. The focus of the new curriculum was that each of the streams of the BIS degree would endeavor to focus on the areas of paramount importance to the specific department offering the particular stream. The new curriculum uses the IS 2010 model curricula.
There are twenty (20) common courses to the three streams (which form 66% of the total courses) in the four-year programme; the remaining 34% are programme specific. The assessment criteria for the common courses (except three courses) are all the same at any course offering, students from all the three streams were taught by the same lecturer and given the same laboratory support and configurations. The programme therefore becomes appropriate for a comparative study of the three groups of students in this research. What can we learn from student performance in the common courses over the last few years?
The researchers employed a quantitative, methodology utilizing Chi-square to test significance, as well as means, frequencies and charts to help understand the performance within the three streams. The analyses were based on students final marks over a three-year time span. The purpose of this study was to investigate the predictive relationships between final marks and the streams in seventeen common courses. The data consists of 3485 records spanning three academic years.
The result of the analysis demonstrate that there is significant difference in student performance across the three streams, differences within the individual courses as well as overall performance difference for course groupings, none of which is biased by the department that is teaching the course. Three out of the seventeen courses taught were programming courses, which contributed to the major difference and low performance among the streams. Zhang et.al.  show that students’ current programming skills, prior programming experience and grade expectations are significant factors that determine learning performance in teaching introductory programming to IS students. Although IM had a lower performance in initial programming courses, in advanced programming courses they are almost performing at the same level. This might mean there is need for additional initial preparation of IM students for the programming courses as well as continuous assistance and preparation of students for all the three streams in order to improve overallperformance in programming.
In an effort to reduce insurance costs and improve the health and well-being of employees, corporations are using wearable fitness trackers in tandem with Corporate Wellness Programs. Research shows that CWP improve employee fitness levels, job satisfaction, and well-being. While prior studies indicate that wearable fitness trackers improve user well-being, the potential negative impacts or unintended consequences of introducing these devices in the workplace needs additional investigation. We conduct a case study at a company using wearable fitness trackers in its wellness program. Our initial findings suggest that introducing wearable fitness trackers to wellness programs has a negative relationship with job satisfaction and employee well-being. These findings have implications for wearable technology research and for practitioners utilizing wearables in the workplace.
Rideshare drivers provide rides for strangers and are exposed to safety-related issues as much as passengers. We used a qualitative research approach to understand the safety concerns of rideshare drivers. The questions investigated were: What makes rideshare drivers feel unsafe? How do rideshare drivers ensure their safety? What are the factors related to rideshare companies that are perceived by rideshare drivers to have a contribution to their safety? We conducted 20 interviews with rideshare drivers in the U.S. to understand their perception of their safety while driving passengers. The study found that rideshare drivers felt unsafe due to passengers’ intoxication, and harassment; drivers felt unsafe for personal reasons as well. Rideshare drivers ensured their safety with different means that are sometimes against the companies’ Terms of Service.
SESSION: Panel Sessions
A play, iDream, was written to communicate through characters, plot and dialogue the results of NSF-funded research about young women experiencing, internalizing and overcoming barriers to inclusion in the information technology fields. The purpose of using theatre is to create awareness, stimulate attitude change, and inspire action about the IT profession and who can participate in it. This panel employs the play, iDream, as a vehicle to inspire dialogue among members of the SIGMIS community and beyond about ways to address social inclusion issues in the information systems field. A staged reading of selected scenes from the play is performed by members of the ACM SIGMIS community. This is followed by a panel discussion with the actors/panelists and members of the audience about the themes in the play and what can be done to address them.
Elephant in the Classroom: Do Information Systems Professors Need to be More Techno-Savvy than Students?
Rapid advances in information and computer technologies are a challenge for information systems professors. Not only do these advances frequently make course materials out-of-date, professors may struggles to stay current with popular technology applications. These forces lead to a situation in which students may be more technologically savvy than their professors. This panel offers a variety of perspectives on this issue and its impacts on information systems education.
Our lives are increasingly touched by almost-ubiquitous information technology. Entrepreneurial enterprises, rather than traditional conglomerates developed much of this technology. Although entrepreneurship has long existed, the digital age has influenced the nature and impacts of entrepreneurship. The panel will consider questions related to the nature of entrepreneurship in the digital age, as well as issues related to the environment in which entrepreneurship exists, and its impact on the nature of work in the future.
The purpose of this panel is to discuss different views on the future of the IT workforce at the heart of our discipline. We will discuss how technological, organizational, and environmental trends will affect the IT workforce. Based on these changes, we explore how IT workforce research need to advance discuss fruitful directions.
SESSION: IT Work and the Workforce
The integration of cross-functional teams for new product development is still an elusive aim. Cross-functional information technology (IT) teams are used to provide new initiatives in fast-changing and challenging environments. Moreover, concepts such as Development and Operations (DevOps) appear in practice and bring software development and operations tasks in one team. Organizations are currently searching for necessary, suitable competencies for setting up high collaborative cross-functional teams that manage the tasks of the software delivery lifecycle. Therefore, in this paper, employing a multi-perspective research approach, we conducted a workshop and a multiple-case study. Hence, this paper presents a competency model for enabling a high level of collaboration within a team and explains how these competencies are implemented in IT functions. Additionally, we identified six competencies and two major challenges associated with DevOps team setups.
Attracting, recruiting and retaining a sufficient number of information technology professionals remains a key issue for organizations. Although research and practice call upon this issue for quite some time and suggest various interventions, the shortage of qualified IT professionals does not decline, but seems to increase. Thus, sustaining the IT workforce represents a recurring issue faced with challenges that are fixed firmly within the domain. This literature review aims to identify the major issues related to sustaining IT professionals from a human resource management perspective. Sixty-seven research articles from the AIS Senior Scholars’ basket are reviewed to identify the major issues respectively to the past times from the dot com boom during the 1990s, across industry recession in 2001 up to the present day. Four major issues are explained and discussed.
The future of work is widely debated in terms of skills shortages, disappearing or emerging jobs, ongoing automation through artificial intelligence (AI), and what might happen if we do not have to work due to increased substitution of human with machine labor. Our goal is not to rehash these debates, but to reflect on them in terms of information technology (IT) work in particular. The purpose of thinking about the future is not to predict with precision or certainty what will happen. Rather the purpose is to sensitize us toward choosing pathways and taking actions that increase the probability of the futures we would prefer and decrease the probability of future states we would like to avoid. This paper considers a number of trends and reflects upon them from the dual, potentially conflicting perspectives of IT worker and of society. We close with our thoughts on convergence of both trends and impact, and potential implications.
SESSION: Ethics and Trust
According to industry reports, the lack of trust in non-human interaction prevents widespread Chatbot acceptance. Since the willingness and the ability to trust varies between individuals, this study examines to what extent the trust in Chatbots varies accordingly to different personality profiles. Drawing on the HEXACO dimensions of personality, we apply a latent profile analysis and identify three distinct personality profiles, which significantly vary in their trust in Chatbots. A high level of trust in Chatbots, e.g. Alexa, is mainly affected by the two personality dimensions Extraversion and Agreeableness and only slightly by Honesty-Humility. To prevent commercial underperformance and the shutdown of their Chatbot, providers should make sure that users trust in their Chatbot. This can be accomplished, if the Chatbot treats each user based on his or her membership in one of the three profiles identified in this study.
Blockchain is being widely adopted far beyond finance into numerous domains of society and promises unprecedented potential to disrupt organizations, businesses, industries, and economies. However, blockchain is still in its infancy and its future is highly controversial, arousing phenomenal enthusiasm, high expectations, and even intense criticism. The possible impacts of blockchain and its applications on the society could be fundamental and revolutionary, inevitably bringing unpredicted ethical challenges in the foreseeable future. Identifying the ethical challenges of blockchain is urgent and critically needed to ensure that blockchain is adopted ethically. However, discussions on the ethics of blockchain are largely insufficient, which leaves a void of theoretical understanding so far. In this paper, we provide a systematic discussion on the ethics of blockchain applications and map the main social challenges raised by its technology and applications. The paper starts with a review of the technological concepts and applications of blockchain. Then, it overviews the current research on the ethics of technologies and general research on blockchain to briefly introduce the authors’ approach. Afterwards, a conceptual model of blockchain ethics research is developed. This research hopes to serve as an initial roadmap for the study of blockchain ethics, and to raise timely awareness and stimulate further debate on the ethics of blockchain in the IS community.
An Exploration into the Relationships of Ethical Decision Making and Moral Reasoning Among IT Specialists with Ethics Training, Education, and Ethical Leadership
This paper explores the current gap that exists in the relationships with IT specialists and ethics training concerning their decision-making and moral reasoning. The theoretical basis for this study is grounded on Kohlberg’s moral development model. The methodology used in the study was a qualitative method with the use of two surveys as a means of data collections. A group of IT specialists from a variety of occupational field utilizing IT systems participated by completing the Defining Issues Test 2 and the Ethics in IT Survey. Structural equation modeling and multiple regression testing was used to compare the relationships between all variables in the study.
SESSION: New Technologies
While new and emerging technology is popularly represented in media and online, this popularity has not translated to broader adoption and purchase by individuals. This paper explores this situation through the lens of individual ownership of computer devices, entertainment devices, and emerging technology, and individual willingness to adopt new technology. We address four questions: What new technology do people choose to own, how willing are they to adopt new technology, what do people consider are barriers or motivators for their decision to adopt new technology, and what does this mean for people’s readiness for a new technology workplace? Using a questionnaire instrument with both open and closed questions, we found that our respondents were most likely to own computer devices, less likely to own entertainment devices, and least likely to own emerging technology devices. They reported willingness to adopt new technology, however stated that this should fit well in their personal or work life and be useful to them in order to facilitate adoption. This suggests that the respondents are ready to adopt new technology within the workplace, however emerging technology needs to be easy to learn and cost-effective if it is to be more broadly adopted.
We conduct a much-needed empirical investigation of a widely accepted but under-examined factor regarded as essential for organizational innovativeness. This factor, the organizational view of information technology (IT) as a strategic investment, is expected to result in greater innovativeness than a non-strategic view of IT. We address the surprising lack of empirical validation of this expectation and find empirical support for it. Although a strategic view of IT contributes to greater innovativeness, its explanatory power is limited. Our major finding challenges future researchers to extend theory by incorporating additional factors beyond the strategic view of IT. Our findings also caution managers to be aware that additional factors matter.
Improving Computer Science Instruction and Computer Use for African American Secondary School Students: A Focus Group Exploration of Computer Science Identity of African American Teachers
As the demand for computing careers increases, it is important to implement strategies to broaden the participation in computer science for African Americans. Computer science courses and academic pathways are not always offered in secondary schools. Many teachers are not trained in computer science, yet are pushed to incorporate more computing, computational thinking, and computer usage. A qualitative focus group study was implemented to assess the computer science identities of African American teachers and of their respective urban secondary schools serving African American students. Three major codes were identified: district administration of computer and computing implementation, teacher attitudes towards computer science instruction, and teachers’ recommendations to improve computer science and computational thinking instruction and outreach for African American secondary school students. Findings can be used to improve computer science and technology rollout programs from county and district administrations, teacher instruction with digital tools, and computer science outreach for African American secondary school students.
Attracting and recruiting qualified information technology (IT) professionals remains one key issue for executives for numerous years. The so-called war for IT talent illustrates the hard competition of employers for well-educated IT professionals who develop and advance future technologies. Thus, employers are required to court the young professionals’ attention to recruit the best of them. Previous research lists certain attractiveness attributes but leaves their interrelations open. We therefore evaluate established attractiveness attributes referring to the Theory of Attractive Quality. To answer the research question? What attracts young IT professionals to an employer?’ we conduct an empirical study surveying 223 young IT professionals and evaluate 24 attractiveness attributes that employers should or even need to provide in order to recruit young IT professionals.
Existing theories of information technology (IT) use focus on utilitarian benefits to a user but seldom capture the complex socio-emotional relationships people have with IT. Understanding how, why, and when technology users create particular identification with technology use has been critical as technology has gradually become a part of people’s identity. This research examines the complex way people relate to IT by exploring how IT can be incorporated into an individual’s identity. We extend a conceptual framework from IT identity (ITID) theory to explore the complex relationships people have with IT in a dynamic, social environment. This study also explores how ITID changes over time. The research questions are: What are the social implications of ITID? How do these social implications influence ITID change over time?
To answer these research questions, we conducted two studies. The first is a cross-sectional survey to develops, tests, and validates a contextualized model of ITID for investigating how users’ self-identification with a specific IT category-wearable fitness IT-influences their social behaviors. The second study is a longitudinal field study to test how ITID changes over time. The second study draws on the identity change literature to understand how ITID changes as a result of IT use and a feedback effect of social behaviors on user experience. This research provides theoretical contributions to the ITID literature by exploring the social implication of ITID. This study also has significant implications for user identity change, as well as long-term relationships between IT and users. In practice, the findings are expected to help bring more compelling wearable fitness IT products to market and ultimately enhance users’ well-being.
Today, the demand for IS professionals is greater than the supply, and filling the IT pipeline with individuals with the right skills and knowledge is more important than ever. Gaining a better understanding of the technical skills and “soft skills” needed in IS jobs will enable industry professionals to focus their recruiting and development practices on these high-priority competencies. In addition academic professionals can better prepare graduates with the right skills and knowledge. The overall objective of this study of IS job descriptions was to determine the job skills in existing IS jobs. This is the first study which is based upon an analysis of actual job descriptions within a large IS operation. The study addressed three research questions, including the skills identified in the job descriptions, the skills weighted by the number of IS professionals in each job, and the skills relevant to job clusters consisting of comparable tasks. Our findings explain the paradox of survey studies showing a predominant need for interpersonal and communications skills while the job advertisements emphasize technical skills. Our analysis indicates that IS job skill and knowledge components include a cross-section of technical skills and “soft skills,” and that both skill sets are important criteria in hiring, training, and career development.
Given modern society’s dependence on technological infrastructure vulnerable to cyber-attacks, the need to expedite cybersecurity adoption is paramount. Cybersecurity advocates are a subset of security professionals who promote, educate about, and motivate adoption of security best practices and technologies as a major component of their jobs. Successfully recruiting and retaining advocates is of utmost importance. Accomplishing this requires an understanding of advocates’ motivations and incentives and how these may differ from other cybersecurity professionals. As the first study of its kind, we interviewed 28 cybersecurity advocates to learn about their work motivations. Findings revealed several drivers for cybersecurity advocacy work, most of which were intrinsic motivators. Motivations included interest in the field, sense of duty, self-efficacy, evidence of impact, comradery, and, to a lesser degree, awards and monetary compensation. We leverage these insights for recommendations on how to frame cybersecurity advocacy as a profession that fuels these motivations and how to maintain this across advocates’ careers.
Effects of Information Security Legitimacy on Data Breach Consequences: Moderating Effect of Impression Management
With legitimacy as a theoretical basis, we argue that firms with higher information security legitimacy draw less firm-specific risk at the stock market. Firms gain information security legitimacy by ensuring that their security practices conform to stakeholder expectations and by actively advertising these efforts. Impression management, by means of voluntary disclosure in case of a data breach, helps firms mitigate financial repercussions on the stock price. We test hypotheses with analyses of stock prices following data breach incidents reported in the media for 150 firms over an eighteen-year period.
Malicious insiders are employees who intentionally harm organizational information systems and technology. It has been shown that these types of insiders tend to be disgruntled with work, often times as a result of termination. We identify an additional source of disgruntlement that is also associated with computer abuse: dissatisfaction with information technology resources and support, or IT dissatisfaction. Using a sample of 271 working adults, we demonstrate that employees with higher IT dissatisfaction are more likely to engage in computer abuse. Moreover, the relationship is significantly stronger among employees who consider themselves as technologically competent. Our findings are robust across models with and without control variables, and when using a residual measure of IT dissatisfaction derived from negative affect. We conclude that IT dissatisfaction is a promising construct for researchers and companies to explore further in relation to information security outcomes.
Based on a field study of information security with two large corporations, we conjecture that information security should be aligned with varying organizational structures while adapted to environmental contingencies. We thus introduce a novel concept of information-securing security-oriented actions-interactions in organizations to interpret the fit/misfit dilemma. Also, we suggest that conflicts can constantly exist between organizational security and business goals. To that end, from a dialectic perspective we elucidate how and why organizations act toward one direction first (e.g. business-oriented), then another (e.g. security-oriented), and eventually a synthesized one.
Recognizing the global need for cybersecurity professionals and shedding light on the employers’ preference of skills give educators the opportunity to improve their process to prepare future generations for the workforce. The goal of this paper is to acquire a collection of skills employers value when hiring for a new cybersecurity position. Our research plan is split into three phases. First, we will develop an initial list of cybersecurity skills by using a systematic literature review to assess what past research has found. Next, we will validate the importance of these skills through a ratings-based survey of employers. Finally, we will refine and prioritize the validated skills using two preference capturing studies – rank order survey and conjoint analysis. Discussion and implications for future research and academic departments in cybersecurity are provided.
SESSION: Students and Curriculum
In this paper, we investigate if there is a relationship between IT student type variables and financial aid variables and the likelihood of student graduation as well as the length of time IT students who graduate spend in school. Our results show that while student type and financial aid variables are correlated with the likelihood of IT students’ graduation, these variables alone may not be very good in predicting graduation.
This study aims at exploring the fit/misfit between artificial intelligence (AI) curriculum objectives and AI-relevant job qualifications. In our preliminary analysis, we applied the data collected from a major employment website and multiple university programs to extricate dimensions and properties for academic curriculum design and job qualifications, respectively. After investigating AI career market demand and supply, we recommend aligning AI curriculum with current and future market demands. Envisioning our future research, further theoretical development with supportive evidence should be leveraged to interpret the fit/misfit between AI curriculum design and market needs.
Envisaging massive opportunities student would benefit from an enterprise systems company’s university alliance program, we examined the influence of goal-setting, i.e., passing the certification exam, on students learning and performance in class. Also, we explored and elucidated the student cognitive and emotional responses to the collaborative program. Applying a qualitative case study and grounded theory method, we developed a conceptual model of participative and practical goal-setting that could advance current knowledge in enterprise systems education and general goal-setting research.
SESSION: IT Interests and Skills
What makes us IT people? Why are certain individuals more intrinsically interested in IT than others? The existing IS literature offers few answers about origins of such interest as most research models treat it as an exogenous variable and focus almost exclusively on its consequences in user attitudes and behavior. Building on the autism research literature, this study aims to establish autistic tendency as an antecedent of one’s intrinsic interests in IT. Results of this research may have several implications. In addition to examining intrinsic interest in IT as a user trait and contributing to the adoption literature, this work also explores it as potentially a distinguishing characteristic of IT professionals, researchers and students, thus contributing to the perennial discussion of “Are IS people different?”
Exploring Game Aesthetics as Antecedents of Game Continuance: An Analysis in the Lens of Self-Determination Theory
The Mobile Gaming Industry in the Philippines is expected to earn a total revenue of US$85M for 2019 and would continue to grow for as much as US$135M for 2023. Currently, the Philippines is ranked #26 in the Global Revenue Ranking for mobile games. Given this rapid and sustained growth, this may provide opportunities for local game developers to develop mobile games that can compete with known international game studios. To do this, it is essential that motivations of Filipino game players be identified. Though there are studies that have been made to uncover the motivations of mobile game use, it also revealed different claims. For this paper, it is the role of the study to determine the disparity by discovering the various game aesthetics of the five (5) Philippine top-ranking mobile games and how it is associated to the Self Determination Theory’s Psychological Motivations and Game Continuance. Nine (9) Game Aesthetics were used to determine the gameplay experience while the Gaming Motivation Scale (GAMS) was used to assess the players’ Psychological Motivations. A total of 210 respondents answered the online survey in one university in the Philippines and other Facebook groups for mobile games. Cronbach Alpha yielded a strong coefficient α = 0.872 based on the on over-all responses. Results show that the game aesthetics that are experienced by mobile players vary from one game to another. It also shows that the psychological motivations of SDT have a moderate positive relationship to Game Continuance. This study is the first step in understanding the aesthetics that Filipino gamers experience and their psychological motivations on mobile games. Results revealed that game players prefer mobile games that offer challenge, competition, expression, and fellowship game experience.
Considering recent advances in information systems, we pose the question how well a digital facilitator can support the complex task of creative idea generation in teams–especially compared to a human one. Drawing on the dual pathway to creativity model and extant research in group creativity and information systems, we develop a set of interventions for both human and digital facilitation. We test the hypothesized effects in a 2×2 study design with 24 participants and a human or digital voice assistant as facilitators. We find that objective outcomes of digital facilitation are not significantly different from those of human facilitation. Digital facilitation is, however, significantly worse in subjectively perceived helpfulness. These results add to the scant research on the effects of intelligent systems on team interactions and help inform future research on group effects of intelligent information systems.
SESSION: Collaboration and Teamwork
When Agile Means Staying: The Relationship between Agile Development Usage and Individual IT Professional Outcomes
The design of software development methodologies primarily focuses on improving processes including accommodating changing user requirements, accelerating product delivery and productivity. However, we know little about why and how modern development methodologies impact individual IT professional outcomes. Drawing on concepts from the agile development literature and job characteristics theory, we hypothesize a relationship between agile development usage and IT professionals’ stay intention. We examine job satisfaction as mediating the effect of agile development usage on stay intention. We test our hypotheses using a sample of 18,755 software developers drawn from the 2018 Stack Overflow developer survey. We find a positive relationship between agile development usage and stay intention. Also, job satisfaction fully mediates the effect of agile development usage on stay intention. We discuss the implications our findings have on research and practice.
The adoption of agile development methods is now widespread. A key aspect of the special type of teamwork promoted in agile methods is the proposition of self-organized teams without a formally assigned leader within the team. Contradicting this proposition, agile development is still in need of the outcomes of leadership such as coordination and facilitation of activities, which in turn drive performance. General group research has found leadership to emerge in an informal manner within leaderless teams. Integrating knowledge on governance in IT teams and general group research, we propose a first step to close the knowledge void on emergent leadership within agile teams and its effects on team outcomes. In this research-in-progress, we develop a conceptual model and deduct hypotheses on the emergence and effects of leadership in agile teams. We expect leadership to emerge informally within agile teams. Based on the propositions of agile development, we do not expect a single leader to emerge but leadership to be attributed to several team members. Given the different roles in agile development, this attribution may moreover differ based on different areas of reference. Drawing on extant knowledge of emergent leadership, we expect positive effects on performance if leadership is shared.
A recent survey suggests that 10.2% of software developers work as independent contractors, freelancers, or are self-employed. Whether they fully or only partly depend on gig work for their income, or work in traditional organizations, most software developers must concurrently work on multiple projects with multiple teams across a variety of software development platforms. This creates a complex and fragmented work environment for developers. We refer to this phenomenon as Multiple Team Membership (MTM). Utilizing a multi-method study, our goal is to develop a deeper understanding of MTM in software development by first developing and then empirically testing a research framework that can contribute to the broader context of research on software development challenges in the gig economy.
SESSION: Social Value
“What you say, I buy!”: Information Diagnosticity and the Impact of Electronic Word-of-Mouth (eWOM) Consumer Reviews on Purchase Intention
With the increase of online sales, the understanding of online purchase intention formation is of direct economic interest in a global economy. Identifying and predicting ecommerce diagnostic criteria gives further insight into consumer behavior. Information Diagnosticity accounts for the utilization of criteria differentiation within the decision formation process [1, 4]. In a cross-sectional study of 218 English-speaking Amazon.com customers, recruited on Amazon’s MTurk, who were exposed to five online consumer reviews survey stimuli, this research explored the impact of information diagnosticity on consumer purchase intentions. The findings of this study reveal that constructs representing trust and valence in the new model improve fit in ecommerce applications and offer increased power in predicting factors influencing purchase intention behaviors, while taking into account exiting ecommerce use acceptance. The results from 218 survey participants examine the research model identifying diagnostic aspects in ecommerce influencing purchase intentions.
The study examines the effectiveness of social media in recruitment activities. The job seekers, especially who are fresh out of university, have social media as one of the prime source of information. Be it consumer goods to job search, social media such as facebook have become a crucial component of their lives. Hence information related to employment and employer shared on social media influences job choice decisions. However, social media is quite different from traditional job information source, hence creating a differential impact of information source on information recipient. Furthermore, information content and information tie strength with source play crucial role in influencing job decision, which has been examined in this study.
Establishing a Framework to Measure Strategic Social Value of Online Engagements: A Model for Determining Social Identity
Over the past few decades, social networking connections through individuals, business and organizations have become a useful and rapidly available tool for establishing/maintaining relationships, communicating, and expanding businesses. Users on social media platforms, invest hours in the building of social capital and cultivating their social identity (SID) via online engagements. This paper presents a methodology to quantify the essential artifacts that are derived from online social engagements and design a framework that assists in measuring the value of an individual’s online social engagements. Ultimately all users will earn a SID value, which is the score from the time invested on social media platforms. This score will immediately assist users in determining its return on investment (ROI) and social capital earned from online social networking activities. SID will provide an understanding of personal, career, and business opportunities.