Construct validity and applicant reactions of a gamified personality assessment

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2024-10-08 DOI:10.1016/j.chb.2024.108467
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Abstract

This study introduces the HEXACO-RUSH, a gamified version of the HEXACO Situational Judgment Test developed by Oostrom and her colleagues (2019). HEXACO-RUSH is a new fantasy-adventure, narrative game, where the player makes a series of decisions in a similar format like a situational judgment test. We first present evidence on the construct validity (N = 240) of the game in relation to an existing traditional personality assessment (HEXACO-60), and in a second study (N = 160), we explore perceptions towards the game using a repeated measures, within-samples research design, again compared to HEXACO-60, with a sample of participants who assumed the role of a job applicant. Our results provided preliminary support for a moderate alignment between the new game and the HEXACO model, with average correlations of .43 across the six dimensions. It also exhibited positive participants' reactions, compared to HEXACO-60, although these were moderated by previous video-gaming experience (but not age). Overall, this study provides some initial evidence for an alternative assessment of the six personality factors with improved participants’ reactions and higher resistance to faking, but further research is required to confirm its test re-test reliability and criterion-related validity, with larger employee or applicant samples.
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游戏化人格测评的结构效度和申请人反应
本研究介绍了HEXACO-RUSH,这是Oostrom及其同事(2019年)开发的HEXACO情境判断测试的游戏化版本。HEXACO-RUSH是一款全新的奇幻冒险叙事游戏,玩家在游戏中以类似情境判断测试的形式做出一系列决定。在第二项研究(N = 160)中,我们采用重复测量、样本内研究设计,再次与 HEXACO-60 进行比较,探讨了对游戏的看法。我们的结果初步证明了新游戏与 HEXACO 模型之间的适度一致性,六个维度的平均相关系数为 0.43。与 HEXACO-60 相比,新游戏还显示出参与者的积极反应,尽管这些反应会受到以往视频游戏经验(而非年龄)的影响。总之,本研究为六种人格因素的替代评估提供了一些初步证据,可以改善参与者的反应,提高对造假的抵制能力,但还需要进一步的研究来证实其测试重测的可靠性和标准相关的有效性,并需要更多的员工或申请者样本。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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