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Are serious games an alternative to traditional personality questionnaires? Initial analysis of a gamified assessment.
Ramos-Villagrasa, Pedro J; Fernández-Del-Río, Elena; Hermoso, Ramón; Cebrián, Jorge.
Afiliación
  • Ramos-Villagrasa PJ; Department of Psychology and Sociology, Faculty of Labour and Social Sciences, University of Zaragoza, Zaragoza, Spain.
  • Fernández-Del-Río E; Department of Psychology and Sociology, Faculty of Labour and Social Sciences, University of Zaragoza, Zaragoza, Spain.
  • Hermoso R; Department of Computer Science and Systems Engineering, Faculty of Labour and Social Sciences, University of Zaragoza, Zaragoza, Spain.
  • Cebrián J; Department of History and Social Sciences Applied to Design, Aragón School of Design, Zaragoza, Spain.
PLoS One ; 19(5): e0302429, 2024.
Article en En | MEDLINE | ID: mdl-38696501
ABSTRACT
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.
Asunto(s)

Texto completo: 1 Banco de datos: MEDLINE Asunto principal: Personalidad Límite: Adult / Female / Humans / Male Idioma: En Revista: PLoS One Asunto de la revista: CIENCIA / MEDICINA Año: 2024 Tipo del documento: Article País de afiliación: España

Texto completo: 1 Banco de datos: MEDLINE Asunto principal: Personalidad Límite: Adult / Female / Humans / Male Idioma: En Revista: PLoS One Asunto de la revista: CIENCIA / MEDICINA Año: 2024 Tipo del documento: Article País de afiliación: España