| Literature DB >> 36248590 |
Pedro J Ramos-Villagrasa1, Elena Fernández-Del-Río1, Ángel Castro2.
Abstract
Industrial development in recent decades has led to using information and communication technologies (ICT) to support personnel selection processes. One of the most notable examples is game-related assessments (GRA), supposedly as accurate as conventional tests but which generate better applicant reactions and reduce the likelihood of adverse impact and faking. However, such claims still lack scientific support. Given practitioners' increasing use of GRA, this article reviews the scientific literature on gamification applied to personnel selection to determine whether the current state of the art supports their use in professional practice and identify specific aspects on which future research should focus. Following the PRISMA model, a search was carried out in the Web of Science and Scopus databases, identifying 34 valid articles, of which 85.3% are empirical studies that analyze five areas: (1) validity; (2) applicant reactions; (3) design of GRA; (4) personal characteristics and GRA; and (5) adverse impact and faking. Together, these studies show that GRA can be used in personnel selection but that the supposed advantages of GRA over conventional tests are fewer than imagined. The results also suggest several aspects on which research should focus (e.g., construct validity, differences depending on the type of game, prediction of different job performance dimensions), which could help define the situations in which the use of GRA may be recommended.Entities:
Keywords: applicant reactions; game-based assessment; gamification; job performance; personnel selection; serious games
Year: 2022 PMID: 36248590 PMCID: PMC9554090 DOI: 10.3389/fpsyg.2022.952002
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Taxonomy of elements that make up the gaming experience.
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Adapted from Bedwell et al.’s (2012).
Figure 1A classification of game-related assessments.
Figure 2PRISMA flow diagram for the systematic review.
Classification of articles identified in the systematic review.
| Type of article | Type of GRA | Reference |
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| Theoretical | Not applicable |
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| Empirical | Gamified assessment |
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| Gamefully designed assessment |
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| Game-based assessment theory-driven |
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| Unknown |
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| Playful game |
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| Other/Not applicable |
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Main areas and findings of empirical research on GRA.
| Area | Results | References |
|---|---|---|
| 1a. Construct validity | 1. Studies on construct validity GRA show inconclusive results. Game design seems to have a significant influence on validity. |
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| 2. Most studies on construct validity are on GRA that measure personality. However, better results have been obtained by evaluating cognitive ability and competences. |
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| 1b. Predictive validity | 1. GRA can predict the criterion. The evidence has focused on academic performance and task performance. |
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| 2. There is evidence of incremental validity of GRA over traditional tests. |
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| 1c. Discriminant validity | 1. The sole study shows that the GRA analyzed has discriminant validity. |
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| 2. Applicant reactions | 1. GRA promote positive reactions in the applicants, especially concerning organizational attractiveness. |
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| 2. The perceived organizational attractiveness of being assessed with GRAs is due, at least in part, to the effect that the enjoyment and flow of the game has on the applicant’s perception of how innovative and competent the organization is. |
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| 3. Negative reactions to GRA are usually related to specific aspects of technology (bugs, connection errors, etc.) and not to the content of the test itself. |
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| 4. Indicating that a test is a game (game-framing), even when it is not, improves the applicant’s reactions to the test. |
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| 5. GRA are usually better valued than conventional selection methods, except in the case of job-relatedness. The magnitude of this increase does not seem to be very high, and there are cultural differences. |
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| 6. Providing explanations to applicants before the application of GRA it is advisable to increase its positive reactions. |
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| 7. Some personal and GRA characteristics have a positive impact on applicant reactions: being male, having experience playing video games, having high self-efficacy for technology, utility, equity, and perceived fun, and the perception of ease of use. |
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| 3. Design of GRA | 1. It is possible to design theory-driven GRA. |
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| 2. It is preferable to use GRA developed for evaluation purposes than playful games. |
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| 3. The use of virtual reality is only recommended when it adds value to the evaluation. |
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| 4. Considerable data are generated during the game that can be analyzed in various ways. Using this data to make assessments with multiple predictors improves GRA outcomes as an assessment test. Estimating reliability by means of test–retest is recommended in these cases. |
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| 4. Personal characteristics | 1. Although it is thought that being men and young is associated with better outcomes in GRA, studies confirming this difference often find modest results that are probably irrelevant in a real context. |
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| 2. Education, experience with computers, and self-efficacy for video games may influence GRA scores. In addition, people who regularly play video games have greater emotional stability. |
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| 3. There is a relationship between the Big Five and the scores of the GRA, but the specific relationship varies depending on the type of game. |
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| 5. Adverse impact and faking | 1. At the very least, GRA have no more adverse impact than a conventional test. Some studies find more positive results. The only study that analyzes faking reports better results than the original conventional test. |
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