| Literature DB >> 33430617 |
Ard J Barends1, Reinout E de Vries1, Mark van Vugt1.
Abstract
Research on commercial computer games has demonstrated that in-game behavior is related to the players' personality profiles. However, this potential has not yet been fully utilized for personality assessments. Hence, we developed an applied (i.e., serious) assessment game to assess the Honesty-Humility personality trait. In two studies, we demonstrate that this game adequately assesses Honesty-Humility. In Study 1 (N = 116), we demonstrate convergent validity of the assessment game with self-reported Honesty-Humility and divergent validity with the other HEXACO traits and cognitive ability. In Study 2 (N = 287), we replicate the findings from Study 1, and also demonstrate that the assessment game shows incremental validity-beyond self-reported personality-in the prediction of cheating for financial gain, but not of counterproductive work and unethical behaviors. The findings demonstrate that assessment games are promising tools for personality measurement in applied contexts.Entities:
Keywords: Honesty–Humility; applied gaming; assessment game; game-based assessment; in-game assessment; personality; serious game
Mesh:
Year: 2021 PMID: 33430617 PMCID: PMC9047109 DOI: 10.1177/1073191120985612
Source DB: PubMed Journal: Assessment ISSN: 1073-1911
Conceptual Taxonomy and Labeling of Applied Games in Relation to Their Primary Goal and Level of Gamefulness Including Definitions, Advantages, and Disadvantages.
| Game-based assessments | |||
|---|---|---|---|
| Gamified assessment | Assessment game | In-game assessment | |
| Definition |
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|
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| Goal | Diagnosis, Selection, Assessment, giving diagnostic feedback | Diagnosis, Selection, Assessment, giving diagnostic feedback | (Diagnosis), Selection, Assessment, giving diagnostic feedback |
| Gamefulness | Low | Intermediate | High |
| Structure | Linear/Adaptive | Linear/Adaptive | Non linear |
| Statistical implications | Classical test theory/Item response theory | Classical test theory/Item response theory | Bayesian Network/Item response theory |
| + | Retains psychometric properties | Retains psychometric properties | High engagement |
| − | Relatively low engagement | Repetitive with repeated play | Difficult to incorporate feedback to players |
| Example |
| Current contribution |
|
| Game-based education | |||
| Gamified education | Educational game | In-game education | |
| Definition |
|
|
|
| Goal | Training, Education, and giving developmental feedback | Training, Education, and giving developmental feedback | Training, Education, and giving developmental feedback |
| Gamefulness | Low | Intermediate | High |
| Structure | Linear/Adaptive | Linear/Adaptive | Nonlinear |
| + | Relatively inexpensive to develop | Option to tailor content to current level of learning | High engagement |
| − | Relatively low engagement | Repetitive with repeated play | Difficult to incorporate feedback to players |
| Example |
|
| |
Note. Diagnosis is added in brackets for in-game assessments as this seems difficult to create diagnostic cutoff scores on metrics derived from games with emergent properties.
Figure 1.A screenshot from the assessment game “Building Docks.”
Figure 2.An example of an economic game scenario used in “Building Docks.”
Figure 3.An example of virtual cue used in “Building Docks.”
Figure 4.An example of a Situational Judgment Test item used in “Building Docks.”
Descriptive Statistics of and Correlations Between the Demographic Variables, Personality, Intelligence, and Building Docks Variables in Study 1.
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| α | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Gender | 0.57 | 0.50 | — | — | |||||||||||||||
| 2 | Age | 23.48 | 2.06 | — | −.06 | — | ||||||||||||||
| 3 | H | 3.67 | 0.44 | .76 | −.17 | .01 | — | |||||||||||||
| 4 | E | 2.94 | 0.54 | .82 | −.49 | −.15 | .03 | — | ||||||||||||
| 5 | X | 3.63 | 0.61 | .90 | −.22 | .20 | −.06 | −.04 | — | |||||||||||
| 6 | A | 3.31 | 0.49 | .80 | −.08 | .05 | .08 | .09 | .01 | — | ||||||||||
| 7 | C | 3.71 | 0.52 | .85 | −.16 | −.03 | .14 | .07 | .12 | −.10 | — | |||||||||
| 8 | O | 3.43 | 0.64 | .85 | −.04 | .31 | −.01 | −.00 | .30 | .07 | .02 | — | ||||||||
| 9 | Altruism | 3.84 | 0.59 | .57 | −.28 | .11 | .44 | .18 | .20 | .24 | .10 | .21 | — | |||||||
| 10 | Abstract intelligence | 4.96 | 1.04 | — | .13 | −.13 | −.17 | −.04 | −.20 | .17 | .23 | .02 | −.06 | — | ||||||
| 11 | Numerical intelligence | 4.97 | 1.10 | — | .30 | −.21 | −.19 | −.26 | .13 | −.13 | .26 | −.18 | −.14 | .37 | — | |||||
| 12 | Verbal intelligence | 3.98 | 1.13 | — | .22 | −.01 | −.13 | −.08 | .05 | .02 | .08 | .03 | .07 | .53 | .37 | — | ||||
| 13 | Overall intelligence | 4.79 | 1.07 | — | .25 | −.14 | −.19 | −.14 | −.04 | .05 | .23 | −.04 | −.05 | .85 | .67 | .82 | — | |||
| 14 | BD: EG | −0.00 | 0.42 | .62 | .23 | .03 | .10 | −.10 | −.19 | −.01 | .02 | .08 | −.02 | .10 | .15 | .19 | .18 | — | ||
| 15 | BD: SJT | 0.00 | 0.45 | .45 | .07 | .05 | .17 | .02 | .04 | .07 | −.02 | −.03 | .03 | −.16 | −.10 | −.07 | −.14 | .22 | — | |
| 16 | BD: VC | 0.00 | 0.45 | .76 | −.09 | .18 | .43 | −.04 | −.02 | .16 | .21 | .14 | .22 | .11 | .04 | .05 | .09 | .29 | .33 | — |
| 17 | BD: Total score | 0.00 | 0.32 | .78 | .09 | .12 | .33 | −.06 | −.08 | .10 | .10 | .09 | .11 | .02 | .04 | .07 | .06 | .68 | .73 | .75 |
Note. Gender is coded as F = 0, M = 1. BD = Building Docks; EG = economic games; SJT = situational judgment tests; VC = virtual cues.
p < .05. **p < .01.
Descriptive Statistics of and Correlations Between the Demographic Variables, Personality, and the Outcome Variables, and Building Docks Variables in Study 2.
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| α | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Gender | .41 | .49 | — | — | |||||||||||||||
| 2 | Age | 39.85 | 11.59 | — | −.17 | — | ||||||||||||||
| 3 | H | 3.70 | .68 | .94 | −.23 | .27 | — | |||||||||||||
| 4 | E | 3.18 | .60 | .91 | −.39 | .09 | .12 | — | ||||||||||||
| 5 | X | 3.23 | .74 | .95 | .07 | .12 | −.09 | −.24 | — | |||||||||||
| 6 | A | 3.16 | .59 | .92 | .05 | .13 | .37 | −.02 | .33 | — | ||||||||||
| 7 | C | 3.75 | .55 | .91 | −.04 | .06 | .32 | −.06 | .30 | .17 | — | |||||||||
| 8 | O | 3.41 | .58 | .90 | .07 | .08 | .13 | −.12 | .12 | .17 | .16 | — | ||||||||
| 9 | BD: EG | .00 | .46 | .68 | .05 | .09 | .15 | −.04 | .02 | .09 | −.06 | −.01 | — | |||||||
| 10 | BD: SJT | −.00 | .43 | .37 | −.20 | .13 | .26 | .14 | −.14 | .03 | .08 | −.08 | .13 | — | ||||||
| 11 | BD: VC | .00 | .45 | .75 | −.02 | .09 | .14 | .00 | −.09 | .13 | −.03 | .01 | .14 | .19 | — | |||||
| 12 | BD: total | .00 | .29 | .73 | −.08 | .16 | .28 | .05 | .11 | .12 | −.01 | −.04 | .65 | .65 | .68 | — | ||||
| 13 | UBD | 1.96 | .64 | .78 | .22 | −.31 | −.46 | −.26 | .10 | −.26 | −.10 | −.26 | −.09 | −.19 | −.13 | −.21 | — | |||
| 14 | CWB: interp. | 1.47 | .85 | .90 | .15 | −.13 | −.34 | −.06 | −.07 | −.24 | −.34 | −.17 | −.06 | −.16 | −.08 | −.15 | .31 | — | ||
| 15 | CWB org. | 1.76 | .85 | .87 | .04 | −.18 | −.35 | .05 | −.31 | −.27 | −.47 | −.13 | −.05 | −.09 | −.03 | −.08 | .21 | .69 | — | |
| 16 | CWB total | 1.65 | .79 | .92 | .09 | −.17 | −.38 | .01 | −.24 | −.28 | −.46 | −.15 | −.06 | −.13 | −.05 | −.12 | .27 | .87 | .96 | — |
| 17 | Cheating (nr of reported wins) | .66 | .47 | — | .03 | −.12 | −.12 | −.04 | .10 | −.03 | .08 | .09 | −.18 | −.12 | −.08 | −.19 | .18 | .05 | .00 | .02 |
Note. Gender is coded as F = 0, M = 1. CWB = counterproductive work behavior; UBD = unethical business decisions; SJT = situational judgment tests; BD = Building Docks, EG = economic games, VC = virtual cues.
p < .05. **p < .01.
Investigating the Incremental Validity of Building Docks in the Prediction of the Outcome Variables.
| UBD | CWB | Cheating task | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| β | β |
| ||||||||||
|
| Nagelkerke | |||||||||||
| Gender | .13 | .07 | .94 | |||||||||
| Age | −.26 | −.12 | .97 | |||||||||
| E | −.18 | −.02 | 1.01 | |||||||||
| X | .23 | −.06 | 1.70 | |||||||||
| A | −.30 | −.17 | .60 | |||||||||
| C | −.06 | −.40 | 1.33 | |||||||||
| O | −.24 | −.03 | 1.42 | |||||||||
|
| Nagelkerke | |||||||||||
| Gender | .12 | .06 | .90 | |||||||||
| Age | −.25 | −.11 | .97 | |||||||||
| E | −.18 | −.03 | .98 | |||||||||
| X | .21 | −.08 | 1.65 | |||||||||
| A | −.28 | −.15 | .62 | |||||||||
| C | .06 | −.40 | 1.34 | |||||||||
| O | −.24 | −.03 | 1.39 | |||||||||
| −.10 | −.09 | .21 | ||||||||||
|
| Nagelkerke | |||||||||||
| Gender | .07 | .02 | .81 | |||||||||
| Age | −.22 | −.09 | .97 | |||||||||
| E | −.18 | −.02 | 1.01 | |||||||||
| X | −.12 | −.14 | 1.49 | |||||||||
| A | −.18 | −.07 | .75 | |||||||||
| C | .04 | −.32 | 1.61 | |||||||||
| O | −.23 | −.02 | 1.42 | |||||||||
| H | −.30 | −.24 | .59 | |||||||||
|
| Nagelkerke | |||||||||||
| Gender | .07 | .02 | .79 | |||||||||
| Age | −.21 | −.08 | .97 | |||||||||
| E | −.18 | −.03 | .98 | |||||||||
| X | .12 | −.15 | 1.50 | |||||||||
| A | −.17 | −.07 | .74 | |||||||||
| C | .04 | −.33 | 1.56 | |||||||||
| O | −.24 | −.03 | 1.40 | |||||||||
| H | −.29
| −.23 | .67 | |||||||||
| −.05 | −.06 | .24 | ||||||||||
Note. The cheating task was analyzed using the script of Moshagen and Hilbig (2017). Gender F = 0; M = 1. UBD = unethical business decision making; CWB = Counterproductive work behavior; OR = odds ratio.
p < .05. **p < .01.