Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges
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Describing the current state of gamification, Chamorro-Premuzic, Winsborough, Sherman, and Hogan (2016) provide a troubling contradiction: They offer examples of a broad spectrum of gamification interventions, but they then summarize the entirety of gamification as “the digital equivalent of situational judgment tests.” This mischaracterization grossly oversimplifies a rapidly growing area of research and practice both within and outside of industrial–organizational (I-O) psychology. We agree that situational judgment tests (SJTs) can be considered a type of gamified assessment, and gamification provides a toolkit to make SJTs even more gameful. However, the term gamification refers to a much broader and potentially more impactful set of tools than just SJTs, which are incremental, versatile, and especially valuable to practitioners in an era moving toward business-to-consumer (B2C) assessment models. In this commentary, we contend that gamification is commonly misunderstood and misapplied by I-O psychologists, and our goals are to remedy such misconceptions and to provide a research agenda designed to improve both the science and the practice surrounding gamification of human resource processes.
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Video-based, virtual, gamified and AI-based assessment technologies have improved the fidelity and immersion of selection.
“Furthermore, video-based, virtual, gamified and AI-based assessment technologies3,72–74 have improved the fidelity and immersion of the selection process.”
From Understanding and shaping the future of work with self-determination theory (2022) · cites this paper as [72]
The passage labeled Abstract (page unavailable) says game elements were added to computer-based simulations to make assessment more immersive and engaging. It does not establish that these technologies improved selection fidelity, and it provides no comparable finding for AI-based or video-based assessment. The paper also says further research is needed to determine whether particular game elements improve outcomes. (LLM, conf=0.86)
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- Authors
- Armstrong, M. B., Ferrell, J. Z., Collmus, A. B., & Landers, R. N.
- Affiliations
- Old Dominion University (US)
- Corresponding author
- Armstrong, Michael B.
- Venue
- Industrial and Organizational Psychology
- Publisher
- Cambridge University Press (CUP)
- Published
- 2016-09
- Volume
- 9
- Issue
- 3
- Pages
- 671-677
- ISSN
- 1754-9426 (ISSN-L)
- 1754-9434
- OpenAlex
- W2528513119
- Cited by
- 38
- References
- 19
- Citations by year
- 2026: 1 · 2025: 1 · 2024: 1 · 2023: 5 · 2022: 6 · 2021: 9 · 2020: 5 · 2019: 7 · 2018: 2 · 2017: 1
- FWCI
- 7.80
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Industrial and Organizational Psychology (publishedVersion)
- ODU Digital Commons (Old Dominion University) (submittedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Business, Management and Accounting › Organizational Behavior and Human Resource Management › Employer Branding and e-HRM
- Social Sciences › Business, Management and Accounting › Organizational Behavior and Human Resource Management › AI and HR Technologies
- Keywords
- gamification, gamified assessment, situational judgment tests, badges, human resource evaluation, research agenda
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