Department of Psychology and Sociology, Faculty of Labour and Social Sciences, University of Zaragoza, Zaragoza, Spain.
Department of Computer Science and Systems Engineering, Faculty of Labour and Social Sciences, University of Zaragoza, Zaragoza, Spain.
PLoS One. 2024 May 2;19(5):e0302429. doi: 10.1371/journal.pone.0302429. eCollection 2024.
Personality questionnaires stand as crucial instruments in personnel selection but their limitations turn the interest towards alternatives like game-related assessments (GRAs). GRAs developed for goals other than fun are called serious games. Within them, gamified assessments are serious games that share similarities with traditional assessments (questionnaires, situational judgment tests, etc.) but they incorporate game elements like story, music, and game dynamics. This paper aims to contribute to the research on serious games as an alternative to traditional personality questionnaires by analyzing the characteristics of a gamified assessment called VASSIP. This gamified assessment, based on an existing measure of the Big Five personality traits, incorporates game elements such as storyfication, immersion, and non-evaluable gamified dynamics. The study performed included 98 university students (77.6% with job experience) as participants. They completed the original personality measure (BFI-2-S), the gamified evaluation of personality (VASSIP), a self-report measure of the main dimensions of job performance (task performance, contextual performance, and counterproductive work behaviors), and measures of applicant reactions to BFI-2-S and VASSIP. Results showed that the gamified assessment behaved similarly to the original personality measure in terms of reliability and participants' scores, although the scores in Conscientiousness were substantially higher in VASSIP. Focusing on self-reports of the three dimensions of job performance, regression models showed that the gamified assessment could explain all of them. Regarding applicant reactions, the gamified assessment obtained higher scores in perceptions of comfort, predictive validity, and attractiveness, although the effect size was small except for the latter. Finally, all applicant reactions except for attractiveness were related to age and personality traits. In conclusion, gamified assessments have the potential to be an alternative to traditional personality questionnaires but VASSIP needs more research before its application in actual selection processes.
人格问卷在人员选拔中起着至关重要的作用,但它们的局限性促使人们转向其他替代方法,如与游戏相关的评估(GRA)。除了娱乐目的之外,为其他目的开发的 GRA 被称为严肃游戏。在严肃游戏中,游戏化评估是与传统评估(问卷、情境判断测试等)相似但融入了故事、音乐和游戏动态等游戏元素的严肃游戏。本文旨在通过分析一种名为 VASSIP 的游戏化评估的特点,为严肃游戏作为传统人格问卷的替代方法的研究做出贡献。这种游戏化评估基于大五人格特质的现有衡量标准,融入了故事化、沉浸感和不可评估的游戏化动态等游戏元素。研究包括 98 名大学生(77.6%有工作经验)作为参与者。他们完成了原始人格测量(BFI-2-S)、人格的游戏化评估(VASSIP)、主要工作绩效维度的自我报告测量(任务绩效、情境绩效和反生产工作行为)以及对 BFI-2-S 和 VASSIP 的申请人反应的测量。结果表明,游戏化评估在可靠性和参与者得分方面与原始人格测量相似,尽管 VASSIP 中的尽责得分要高得多。在关注工作绩效的三个维度的自我报告时,回归模型表明,游戏化评估可以解释所有维度。关于申请人的反应,游戏化评估在舒适度、预测效度和吸引力方面获得了更高的分数,尽管除了后者之外,效应大小都很小。最后,除了吸引力之外,所有申请人的反应都与年龄和人格特质有关。总之,游戏化评估有可能成为传统人格问卷的替代方法,但 VASSIP 在实际选拔过程中应用之前需要更多的研究。