Cited by 38Educational Games and GamificationEmployer Branding and e-HRMAI and HR Technologies

Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges

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Armstrong, Michael B., Ferrell, Jared Z., Collmus, Andrew B., Landers, Richard N.·2016·Industrial and Organizational Psychology

Abstract

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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Research works printed but not linked: 3

  1. Collmus, A. B., & Landers, R. N. (2015, April). Game narrative in personality assessment: The develop- ment of a scale. Presented at Virginia Psychological Association's Spring Convention and Edu- cation Conference, Virginia Beach, VA.
  2. Ferrell, J. Z., Carpenter, J. E., Vaughn, E. D., Dudley, N. M., & Goodman, S. A. (2015). Gamification of human resource processes. In D. Davis & H. Gangadharbatla (Eds.), Emerging research and trends in gamification (pp. 108-139). Hershey, PA: IGI Global.
  3. Popp, E. (2014, May). Challenges and innovations of using game-like assessments in selection. Sympo- sium conducted at the 29th Annual Conference of the Society for Industrial and Organizational Psychology, Honolulu, HI.

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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
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
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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