000135196 001__ 135196
000135196 005__ 20240516095249.0
000135196 0247_ $$2doi$$a10.1371/journal.pone.0302429
000135196 0248_ $$2sideral$$a138565
000135196 037__ $$aART-2024-138565
000135196 041__ $$aeng
000135196 100__ $$0(orcid)0000-0001-8640-4097$$aRamos-Villagrasa, Pedro J.$$uUniversidad de Zaragoza
000135196 245__ $$aAre serious games an alternative to traditional personality questionnaires? Initial analysis of a gamified assessment
000135196 260__ $$c2024
000135196 5060_ $$aAccess copy available to the general public$$fUnrestricted
000135196 5203_ $$aPersonality 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.
000135196 536__ $$9info:eu-repo/grantAgreement/ES/DGA/S31-23R$$9info:eu-repo/grantAgreement/ES/MICINN/PID2021-122867NA-I00
000135196 540__ $$9info:eu-repo/semantics/openAccess$$aby$$uhttp://creativecommons.org/licenses/by/3.0/es/
000135196 655_4 $$ainfo:eu-repo/semantics/article$$vinfo:eu-repo/semantics/publishedVersion
000135196 700__ $$0(orcid)0000-0002-9645-8109$$aFernández-del-Río, Elena$$uUniversidad de Zaragoza
000135196 700__ $$0(orcid)0000-0002-1517-2820$$aHermoso, Ramón$$uUniversidad de Zaragoza
000135196 700__ $$aCebrián, Jorge
000135196 7102_ $$14009$$2740$$aUniversidad de Zaragoza$$bDpto. Psicología y Sociología$$cÁrea Psicología Social
000135196 7102_ $$15007$$2570$$aUniversidad de Zaragoza$$bDpto. Informát.Ingenie.Sistms.$$cÁrea Lenguajes y Sistemas Inf.
000135196 773__ $$g19, 5 (2024), e0302429 [18 pp.]$$pPLoS One$$tPLoS ONE$$x1932-6203
000135196 8564_ $$s1080692$$uhttps://zaguan.unizar.es/record/135196/files/texto_completo.pdf$$yVersión publicada
000135196 8564_ $$s2465459$$uhttps://zaguan.unizar.es/record/135196/files/texto_completo.jpg?subformat=icon$$xicon$$yVersión publicada
000135196 909CO $$ooai:zaguan.unizar.es:135196$$particulos$$pdriver
000135196 951__ $$a2024-05-16-08:54:08
000135196 980__ $$aARTICLE