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The potential of game- and video-based assessments for social attributes: examples from practice

Franziska Leutner (Experimental Psychology, University College London, London, UK)
Sonia-Cristina Codreanu (Clinical, Educational and Health Psychology, University College London, London, UK)
Josh Liff (HireVue, Denver, Colorado, USA)
Nathan Mondragon (HireVue, Denver, Colorado, USA)

Journal of Managerial Psychology

ISSN: 0268-3946

Article publication date: 29 October 2020

Issue publication date: 12 October 2021

512

Abstract

Purpose

The purpose of this study is to describe the development and psychometric properties of a novel game- and video-based assessment of social attributes. Despite their increasing adaption, little research is available on the suitability of games and video analytics for measuring noncognitive attributes in the selection context.

Design/methodology/approach

The authors describe three novel assessments and their psychometric properties in a sample of 1,300 participants: a game-based adaptation of an Emotion Recognition Task, a chatbot-based situational judgment test for emotion management and a video-based conscientiousness assessment.

Findings

The novel assessments show good to moderate convergent validity for Emotional Recognition (r = 0.42), Emotion Management (r = 0.39) and Conscientiousness (r = 0.21). The video-based assessment demonstrates preliminary predictive validity for self-reported work performance. Novel game-based assessments (GBAs) are perceived as better designed and more immersive than traditional questionnaires. Adverse impact analysis indicates small group differences by age, gender and ethnicity.

Research limitations/implications

Predictive validity findings need to be replicated using objective measures of performance, such as performance ratings by supervisors and extended to the GBAs. Adverse impact should be evaluated using a real-life applicant pool and extended to additional groups.

Practical implications

Evidence for the psychometric validity of novel assessment formats supports their adoption in selection and recruitment. Improved user experience and shortened assessment times open up new areas of application.

Originality/value

This study gives first insights into psychometric properties of video- and game-based assessments of social attributes.

Keywords

Acknowledgements

Thank you to everyone involved in creating and supporting the game and video based assessments described in this article: Luca Boschetti, Maurizio Attisani, Clemens Aichholzer, Alixe Lay, Jasmin Roberts, Laryn Brown, Lindsey Zuloaga, Theodoros Bitsakis, and the HireVue Data Science team, Tom Cornell, Adam Bradshaw and the HireVue IO Psychology team.Funding: Development of the game and video based assessments was funded by HireVue.

Citation

Leutner, F., Codreanu, S.-C., Liff, J. and Mondragon, N. (2021), "The potential of game- and video-based assessments for social attributes: examples from practice", Journal of Managerial Psychology, Vol. 36 No. 7, pp. 533-547. https://doi.org/10.1108/JMP-01-2020-0023

Publisher

:

Emerald Publishing Limited

Copyright © 2020, Emerald Publishing Limited

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