![]() This paper presents a case study of the social online game Fliplife and its theoretical role as a tool in the recruitment process. The set of e-assessment tools also includes video games, which allow observation of candidates in informal contexts. E-assessment contributes to the efficiency of recruitment processes through computer-supported pre-selection of candidates. Furthermore, if game designers are able to extend game-attractiveness to curriculum-related content, then social games could become an excellent media to support and foster learning: accessibility combined with promising easy first rewards may capture the player’s impulse to ultimately solve more demanding problems.ncreasing spread of the internet, the importance of e-assessment has gained momentum in the last years. For this reason they are not only entertainment, but offer an opportunity to develop skills for those classes of players which are attracted to social games. This paper argues that social games, from a player’s point of view, already provide an environment for spotting and tackling demanding problems. Thereafter we give examples for the optimization of processes in game-play. Areas which are subject to optimization and management - demonstrated by the examples – are structured in terms of a project management triangle consisting of Goals, Budget, and Time. Such problems require engineer-like problem-solving to achieve goals which are far beyond first easy rewards. Admitting that an automated click tool could play social games successfully, this paper uses selected examples from the social games FarmVille and Fliplife to demonstrate that there exist hard problems in these games that players themselves can choose to engage or not. they provide rewards for tasks which are solvable without any mental effort. ![]() Although it has been shown that they can foster learning, they are considered “Click & Reward games”, i.e. Social games have created a totally new group of players because of their low system requirements, their tight integration into existing social network services and their support of casual game play. ![]() digital games based on social network services like Facebook. In the context of the iRecent years have shown the impressive rise of social gaming, i.e. ![]()
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