Can we playfully measure cognitive ability? Construct‐related validity and applicant reactions
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Ohlms, Marie L.; Melchers, Klaus G.; Kanning, Uwe P. Article — Published Version Can we playfully measure cognitive ability? Construct‐ related validity and applicant reactions International Journal of Selection and Assessment Provided in Cooperation with: John Wiley & Sons Suggested Citation: Ohlms, Marie L.; Melchers, Klaus G.; Kanning, Uwe P. (2023) : Can we playfully measure cognitive ability? Construct‐related validity and applicant reactions, International Journal of Selection and Assessment, ISSN 1468-2389, Wiley, Hoboken, NJ, Vol. 32, Iss. 1, pp. 91-107, https://doi.org/10.1111/ijsa.12450 This Version is available at: https://hdl.handle.net/10419/290354 Standard-Nutzungsbedingungen: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Zwecken und zum Privatgebrauch gespeichert und kopiert werden. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich machen, vertreiben oder anderweitig nutzen. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, gelten abweichend von diesen Nutzungsbedingungen die in der dort genannten Lizenz gewährten Nutzungsrechte. Terms of use: Documents in EconStor may be saved and copied for your personal and scholarly purposes. You are not to copy documents for public or commercial purposes, to exhibit the documents publicly, to make them publicly available on the internet, or to distribute or otherwise use the documents in public. If the documents have been made available under an Open Content Licence (especially Creative Commons Licences), you may exercise further usage rights as specified in the indicated licence. http://creativecommons.org/licenses/by/4.0/
Received: 21 November 2022 | Revised: 8 August 2023 | Accepted: 10 August 2023 DOI: 10.1111/ijsa.12450 RESEARCH ARTICLE Can we playfully measure cognitive ability? Construct‐related validity and applicant reactions Marie L. Ohlms 1 |Klaus G. Melchers 1 |Uwe P. Kanning 2 1 Institute of Psychology and Education, Ulm University, Ulm, Germany 2 Faculty of Economics and Social Sciences, University of Applied Sciences Osnabrück, Osnabrück, Germany Correspondence Marie L. Ohlms, Institute of Psychology and Education, Ulm University, Albert‐Einstein‐ Allee 41, D‐89069 Ulm, Germany. Email: [email protected] Funding information Studienstiftung des Deutschen Volkes Abstract We developed a game‐based assessment (GBA) measuring cognitive ability for use in personnel selection and examined its construct‐related validity. Moreover, applicant reactions toward this GBA were compared with a paper‐pencil‐based ability test. Both assessment tools were designed to measure verbal, numerical, and figural ability. N= 183 participants completed the GBA, the paper‐pencil test, and questions capturing applicant reactions and personality. We found a strong positive correlation of 0.51 between the overall GBA and paper‐pencil test scores, showing evidence for its construct‐related validity. Applicant reactions toward the GBA were consistently worse compared with the paper‐pencil test. Furthermore, males and individuals with more video game experience held more positive perceptions than females and individuals with less video game experience. KEYWORDS applicant reactions, cognitive ability, game‐based assessment, gamification, personnel selection Practitioner points •Game‐based assessment (GBA) is an innovative field of personnel selection that is increasingly used in practice, although empirical evidence on psychometric properties of GBAs and on applicant reactions is still scarce to date. •The present study found a strong correlation between the GBA and a traditional intelligence test, indicating that a GBA can provide a valid measurement of cognitive ability in the context of personnel selection. •Applicant reactions toward the GBA were consistently worse compared with a paper‐pencil test measuring the same cognitive abilities. •Applicant reactions differed between males and females, suggesting that further research is needed to investigate relevant design elements of GBAs affecting their psychometric properties and applicant reactions. Int J Sel Assess. 2024;32:91–107. wileyonlinelibrary.com/journal/ijsa | 91 This is an open access article under the terms of the Creative Commons Attribution License, which permits use, distribution and reproduction in any medium, provided the original work is properly cited. © 2023 The Authors. International Journal of Selection and Assessment published by John Wiley & Sons Ltd.
1|INTRODUCTION Increasing digitalization in selection and assessment has led to far‐ reaching changes in the personnel selection processes of organizations in recent years (Ryan & Derous, 2019). In line with this, an innovative field that has recently received considerable attention in the domain of personnel selection is game‐based assessment (GBA; Landers & Sanchez, 2022). It has been argued that GBAs offer manifold applications in the selection process, as GBAs may serve to measure a variety of different constructs depending on their content and specific design, and that even the simultaneous measurement of multiple relevant characteristics within one GBA may be possible (Bhatia & Ryan, 2018). However, GBAs in general can take on very different appearances and may differ considerably in their content and design (Bhatia & Ryan, 2018). For instance, GBAs can vary in length, ranging from a few minutes to several hours. In addition, a variety of game genres (e.g., action, adventure, strategy) and scoring methods (i.e., path‐or outcome‐based) can be used. Different multimedia styles are also conceivable (Fetzer et al., 2017). Accordingly, GBAs cannot be perceived as a single entity, which means evidence concerning the validity of one GBA cannot be generalized to other GBAs. In recent years, GBAs have become increasingly popular in applied settings. This may especially be due to the numerous advantages postulated by proponents of this game‐based method. For example, it is often claimed that GBAs should positively influence applicant reactions as well as enjoyment during test taking and thereby improve the recruiting function of selection instruments compared with more traditional methods (Bhatia & Ryan, 2018; Weidner & Short, 2019). Particularly, considering the war for talent (Chambers et al., 1998), applicant reactions are becoming increasingly important when it comes to attracting top talent to work for one's organization. Thus, the hoped‐for positive impact of GBAs on applicant reactions might help organization to succeed in the competition for top talent. Another potential advantage of GBAs that is often mentioned in literature, is that they may be less susceptible to socially desirable response behavior, faking, and biasing influences of test anxiety on test performance, as the actual purpose of the assessment should be less obvious (Bhatia & Ryan, 2018; Weidner & Short, 2019). Despite the increasing use of GBAs in practice, empirical evidence concerning their validity as well as support for their suggested advantages is still scarce to date, as was revealed in a recent review of the relevant literature (Ramos‐Villagrasa et al., 2022). For example, only limited research exists on the validity of GBAs measuring cognitive abilities, even though many GBAs are designed to measure such abilities (Woods et al., 2020; but see Landers et al., 2022, for a valuable exception). Therefore, further research is needed to investigate the psychometric properties of GBAs. The accumulation of evidence from different GBAs might also allow us to understand whether different game genres or certain design elements influence the validity of GBAs. This is important because, given the large differences between different GBAs, it is unclear to which degree results of one GBA can be generalized to another. Thus, as the empirical knowledge about GBAs (as described in detail below) is limited and given that results from one GBA cannot simply be generalized to another GBA, the first goal of the present study was to develop and construct validate a GBA from the adventure genre targeting cognitive ability for use in personnel selection. Specifically, the validity of the GBA was investigated by considering its correlation with a traditional paper‐pencil cognitive ability test which aims to measure the same abilities. We focused on cognitive ability because especially the use of GBAs that measure cognitive ability offers promising opportunities as cognitive ability is among the best predictors of job performance (Sackett et al., 2022; Schmidt & Hunter, 1998). In addition, traditional ability tests are less accepted by applicants compared with other personnel selection tools (Anderson et al., 2010). Therefore, the second goal was to evaluate whether applicant reactions toward the cognitive GBA were more positive than those to a traditional paper‐pencil test measuring the same abilities. Furthermore, the measurement of cognitive ability may be impaired, for example, by applicants' test anxiety, which introduces measurement error (McCarthy & Goffin, 2005). Therefore, we also compared test takers' anxiety in the GBA versus the paper‐ pencil test. Taken together, the results of the current study aim to further researchers' and organizations' understanding of potential advantages and disadvantages of GBAs. 2|PREVIOUS RESEARCH ON GAME‐ RELATED ASSESSMENTS REGARDING VALIDITY AND APPLICANT REACTIONS Game‐related assessments (GRAs), which incorporate GBA, gamification, and gamefully designed assessment (GDA) have already received some attention in selection and assessment research for a longer time (e.g., Kleinmann & Strauß, 1998), but the steady increase in associated empirical research mainly started in the last decade, leading to several studies in this area (see the review by Ramos‐ Villagrasa et al., 2022). GBA refers to games that are used as stand‐ alone instruments to measure the constructs of interest (Bhatia & Ryan, 2018; Chamorro‐Premuzic et al., 2016; Fetzer et al., 2017). In contrast, gamification describes the introduction of game elements into existing diagnostic instruments, and gameful design refers to the use of game elements to develop an entirely new selection instrument (Landers & Sanchez, 2022). Therefore, gamification and GDA can also be used in procedures that are not games (Deterding et al., 2011; Landers & Sanchez, 2022). Thus, the crucial distinction between gamification and GDA on the one hand, and GBA on the other hand, is that the former are (re)design strategies, whereas GBA represents an assessment method (Landers & Sanchez, 2022). As described below, the few available studies on GRAs yielded several promising findings so far (e.g., Georgiou et al., 2019; McChesney, et al., 2022). For instance, Georgiou et al. (2019) found moderate support for the construct‐related validity of their gamefully 92 | OHLMS ET AL.
designed version of a traditional situational judgement test (SJT) called Owiwi that was designed to assess applicants' soft skills. In a follow‐up study, they also found several significant correlations between scores from Owiwi and self‐reported job and academic performance (Nikolaou et al., 2019). Additionally, the gamefully designed SJT was superior to the text‐based SJT version in terms of various applicant reactions, except for job‐relatedness (Georgiou & Nikolaou, 2020; Georgiou, 2021; Gkorezis et al., 2020). Choosing a different gameful design approach, Barends et al. (2019) used virtual behavior cues in a GDA to measure Honesty‐Humility. They found modest support for the construct‐related validity of their GDA with Honesty‐Humility scores from a traditional HEXACO personality test. However, in contrast to common expectations, the GDA was not less susceptible to faking. A few studies investigated the effects of introducing game‐ elements such as storification (i.e., converting an existing selection instrument into a story; Landers & Collmus, 2022) and game‐framing (i.e., framing an assessment test as a game; Collmus & Landers, 2019; McChesney et al., 2022) on the validity and applicant reactions compared with more traditional instruments. However, these studies found only mixed support for the introduction of various game‐ design elements. Given the mixed results in this area, further research is needed to better understand the impact of different gamification and game‐design techniques on psychometric properties and applicant reactions (Landers & Sanchez, 2022). While—as described above—some studies have already examined the impact of gamification and GBAs on applicant reactions (see Ramos‐Villagrasa et al., 2022,forareview),current empirical evidence on the psychometric properties of GBAs (especially GBAs to assess cognitive ability) is far more limited in the personnel selection and assessment context. In one of the first studies to address this issue, Landers et al. (2022) reported evidence to support the construct‐and criterion‐related validity of a theory‐driven GBA called Cognify. This GBA consists of seven separate web‐based mini‐games designed to assess applicants' cognitive ability. Furthermore, applicant reactions to Cognify were more positive than to a traditional cognitive ability test battery. Nevertheless, as stated repeatedly, further research validating GBAs in general and for cognitive ability in particular is needed for drawing solid conclusions about the psychometric properties of GBAs (see Bhatia & Ryan, 2018;Ramos ‐Villagrasa et al., 2022; Woods et al., 2020). More specifically, more research is needed on the construct‐and criterion‐related validity of other GBAs that are from different genres and that use different design elements, as this would allow for the development of a better understanding of aspects that contribute to improve psychometric properties of GBAs (Ramos‐Villagrasa et al., 2022). Furthermore, given the large differences between different GBAs, we cannot simply generalize the results of existing studies, such as those from Landers et al. (2022), to other different GBAs. In addition, as pointed out in the review by Ramos‐Villagrasa et al. (2022), further research examining GBAs in working samples is needed, as most of the few available studies so far used student samples. 2.1 |Relationship between video game performance and cognitive ability Though empirical evidence on the use of video games or computer simulations to measure cognitive ability in a personnel selection context is scarce (Woods et al., 2020), there are a number of studies examining the relationship between performance in commercial video games and cognitive ability (see Quiroga & Colom, 2020, for a detailed overview). Several studies found moderate to high correlations between performance in such commercial video games and cognitive ability (e.g., Baniqued et al., 2013; McPherson & Burns, 2007; Quiroga et al., 2019). For instance, Ángeles Quiroga et al. (2015) investigated to what extent so‐called brain games (i.e., games that also serve a learning purpose and not just entertainment) are an appropriate measure of cognitive ability. They found a high correlation of r= .93 between latent video game performance and intelligence. In a follow‐up study, Quiroga et al. (2019) tested whether nonbrain games (i.e., games that serve only entertainment purposes) are also suitable for assessing intelligence. Using a video game battery consisting of 10 games of different genres for Wii‐U and iPad, they found that performance in nonbrain games was also associated with intelligence and found a correlation of r= .79 between latent video game performance and cognitive ability. The aforementioned results, as well as initial validation studies of GBAs assessing cognitive ability in the personnel selection context (e.g., Landers et al., 2022), undoubtedly provide impetus to consider video games as a tool for measuring cognitive ability in the context of personnel selection and assessment (Quiroga & Colom, 2020). 3|DEVELOPMENT OF A GBA TO MEASURE COGNITIVE ABILITY The development of the GBA used in the present study to measure cognitive ability was based on the Cattell–Horn–Carroll (CHC) model (McGrew, 2009). In particular, we focused on fluid intelligence when designing the various tasks within the GBA, because, among the different second‐stratum abilities of the CHC model, fluid intelligence shows the strongest correlations with the overarching general intelligence factor (Wilhelm & Schroeders, 2019). As fluid intelligence is differentiated into three Stratum I abilities—sequential reasoning (verbal), induction (numerical), and inductive reasoning (figural)—the items and game elements were chosen to test abilities in these three domains. Furthermore, the game elements and the specific design of the GBA were selected based on the existing literature on gamification to develop an entertaining and diagnostically feasible instrument (e.g., Bedwell et al., 2012; Fetzer et al., 2017; Landers et al., 2018). OHLMS ET AL. | 93
As pointed out by Landers et al. (2018)intheirgamification framework, game elements (e.g., storylines or sounds) can influence the desired outcomes of gamification, such as, in our case, a psychometrically valid measurement of cognitive ability. Hence, we paid attention to the theory‐driven choice of appropriate game elements. Accordingly, based on aspects suggested by Fetzer et al. (2017), which need to be addressed when developing a GBA for selection purposes, the present GBA was designed considering the following gamification design principles: Target group, length, genre, multimedia style, scoring, linear versus nonlinear gameplay, branding, and candidate feedback. For example, regarding the target group, we tried to ensure that the game design did not unfairly advantage or disadvantage certain applicant groups, as our GBA should be suitable for all potential applicants. Drawing on prior research, the GBA used in the present study was developed to avoid potential subgroup bias by focusing on the following criteria: Moderate complexity, different item groups (i.e., low consistency between different items or modules), and ensuring that there is no need to transfer between tasks, but rather that the individual tasks are independent of one another (Quiroga et al., 2009,2011). The GBA used in the current study was developed in cooperation with a company that is specialized in the field of e‐sports and gaming. More precisely, the development process started with the implementation of the game environment in Minecraft and the conceptualization and programming of the storyline. According to this storyline, participants were instructed to release a cursed country by finding a crystal hidden at the top of a multilevel tower. After the development environment had been created, the individual problem‐solving items were implemented into the game. The different items were developed by subject matter experts (i.e., psychologists) who used established cognitive ability measures as a starting point (e.g., Liepmann et al., 2007,2012). In contrast to Landers et al. (2022), who used a GBA from the mini‐game genre to measure quantitative knowledge, reading and writing, fluid reasoning, and processing speed, we developed a GBA from the adventure genre, designed to measure verbal, numerical, and figural ability. Accordingly, our GBA differs fundamentally from that of Landers et al. (2022) in terms of the targeted cognitive abilities as well as the design of the GBA. 3.1 |Construct‐related validity To meet the requirements of a construct‐valid personnel selection instrument, GBA performance should correlate positively with a traditional intelligence test measure that captures the same Stratum II ability as our GBA (i.e., fluid intelligence). Accordingly, we predict that: Hypothesis 1: There will be a large positive correlation between GBA performance and cognitive ability measured by a traditional cognitive ability test. Wu et al. (2022) pointed out that GBAs may capture unintended constructs instead of, or in addition to, those they intend to assess. More precisely, in their study, Wu et al. found that a GBA intending to measure consciousness captured cognitive ability instead. However, if our GBA is in fact a good measure of cognitive ability, then it should not correlate, or correlate only slightly, with tests intended to measure other constructs such as personality traits. Thus, drawing on the finding and the warning given by Wu et al., we wanted to ensure that performance in our GBA would not inadvertently be driven by unintended constructs such as test takers' personality, as personality traits, such as the Big Five, typically only show low correlations with scores in traditional cognitive ability tests (Beauducel et al., 2007; Liepmann et al., 2012; Schilling et al., 2020). Therefore, we also explored correlations between GBA performance and the Big Five and attempted to answer the following research question: Research Question 1: How strongly does GBA performance correlate with the Big Five personality factors? Our expectation was that the correlations of GBA performance with the Big Five would at least be significantly lower than the correlation of GBA performance with the traditional cognitive ability test,as our GBA indented to measure cognitive ability.Furthermore,we assumed that the correlations between GBA performance and the Big Five would all be relatively small as research indicated that cognitive ability only slightly correlates with personality (Beauducel et al., 2007; Liepmann et al., 2012; Schilling et al., 2020). Thus,this would represent additional evidence for the construct‐related validity of the GBA. 3.2 |Applicant reactions toward GBAs In recent years, owing to the war for talent, more and more attention is being paid not only to the validity of selection instruments, but also to applicant reactions. This is because organizations benefit relatively little if their selection process is valid but is not well accepted by applicants. In fact, applicants may reject a potential job offer if they perceive a selection tool as unfair or if they make other negative experiences during the application process (Hausknecht et al., 2004). Additionally, applicant perceptions might also impact applicants' test motivation, which is an antecedent for test performance (Hausknecht et al., 2004; Sanchez et al., 2000; Truxillo et al., 2009). Accordingly, it is important to consider applicant reactions when developing a novel selection instrument. Therefore, another goal of the present study was to investigate different applicant reaction variables toward our GBA, as empirical evidence in this area is also relatively limited to date (Woods et al., 2020). Several reviews and chapters on gamification and GBAs postulated that one of the main advantages of GRAs is their positive influence on applicants' reactions (see Bhatia & Ryan, 2018; Fetzer et al., 2017, and Landers et al., 2018, for detailed overviews). Accordingly, as described above, several prior studies in this area indicated that gamified assessments and GDAs 94 | OHLMS ET AL.
may lead to more positive applicant reactions compared with their traditional counterparts (e.g., Georgiou & Nikolaou, 2020; Gkorezis et al., 2020; Hommel et al., 2022; but also see Ohlms et al., 2023,or Georgiou, 2021). However, further research is needed, especially on GBAs assessing cognitive ability, to draw sound conclusions on whether and under what circumstances cognitive GBAs are better accepted by test takers than traditional ability tests. Therefore, it is also important to test whether certain individual characteristics (e.g., age, video game experience) may be positively or negatively related to applicant reaction variables. This would allow us to draw conclusions for which groups of potential applicants the use of GBAs may have a particularly positive effect (Ramos‐Villagrasa et al., 2022). In addition, if applicant reactions to the present GBA differ from reactions to previous GBAs, this could be a starting point for future research on the effects of specific design elements (e.g., game genre, avatars, levels). This in turn might contribute to practitioners getting a better idea of which design elements they might want to use when developing a GBA and which should rather be left untouched (Ramos‐Villagrasa et al., 2022). Gilliland's (1993) fairness model is the most influential model in the field of applicant reactions (McCarthy et al., 2017). Among other things, this model postulates 10 rules of procedural fairness that are supposed to influence the perceived fairness of the selection process among applicants. Empirically, procedural fairness is substantially positively correlated with applicants' behavioral intentions (e.g., the intention to accept a job offer) and attitudes toward the organization (Hausknecht et al., 2004). Based on the above‐mentioned empirical findings and Gilliland's (1993) fairness model, there are several aspects of GBAs that may offer a promising opportunity to positively influence applicants' reactions (Fetzer et al., 2017; Woods et al., 2020): The interactive nature of video games grants users a degree of autonomy in completing them. For example, there might be a possibility to move freely in the environment within a GBA using the corresponding control functions of the respective game or to freely determine the order in which tasks are completed. In contrast, this is hardly feasible using traditional general mental ability (GMA) or personality tests. Related to this, it has also been argued that the increased degree of flexibility in completing a GBA compared with a traditional test should result in a higher perceived opportunity to perform (Landers et al., 2022), which is an important aspect of procedural fairness according to Gilliand's (1993) fairness model. Furthermore, meta‐ analytic results indicate that the perceived opportunity to perform is strongly related to procedural fairness as well as to other fairness aspects such as face validity and perceived predictive validity, and with various outcomes such as organizational attractiveness, recommendation intentions, and job offer acceptance intentions (Hausknecht et al., 2004). In the context of GBAs, Ellison et al. (2020) found that different aspects of procedural fairness rules were positively associated with the perceived overall fairness of the selection process which, in turn, correlated positively with the willingness to recommend the organization to others. Additionally, Landers et al. (2022) found that their GBA was perceived more positively in terms of procedural fairness, distributive fairness, job relatedness, and test propriety compared with a paper‐pencil test. Furthermore, al‐Qallawi and Raghavan (2022) examined user reviews and comments from 10 GBA applications on two mobile distribution platforms. Generally, they found many positive evaluations from applicants, who particularly perceived GBAs as innovative. Nevertheless, there was also a substantial number of negative comments (often related to technical issues) concerning aspects that might impair applicant reactions. Another potential advantage of GBAs is that the actual assessment of applicants' knowledge, skills, abilities, and other characteristics might be less transparent by being directly embedded in the game environment (Shute & Ventura, 2013). Thus, assessing cognitive ability through a GBA rather than a paper‐pencil test might offer the opportunity to reduce test anxiety, as the salience of the test situation might be lower for applicants (Bhatia & Ryan, 2018). In the context of personnel selection, reductions in test anxiety might be relevant as meta‐analytic evidence shows that anxiety is associated with lower levels of test motivation and test attitudes (Hausknecht et al., 2004). These, in turn, directly affect procedural fairness perceptions, job offer acceptance intentions, and recommendation intentions (Hausknecht et al., 2004). In line with this potential advantage of GBAs, several studies from the educational context found that GBAs reduced test anxiety compared with traditional exams (e.g., Mavridis & Tsiatsos, 2017; Smits & Charlier, 2011). Furthermore, an initial study examining the use of a GBA to measure cognitive ability in the personnel selection and assessment context also indicated lower levels of test anxiety compared with a traditional intelligence test (Landers et al., 2022). Taken together, the theoretical arguments based on Gilliand's justice model (1993) and the empirical evidence reviewed above lead to the following hypothesis: Hypothesis 2: Applicants' reactions are more positive for the GBA than for a traditional cognitive ability test. 4|METHOD 4.1 |Sample We conducted an a priori power analysis to determine the required sample size to test our hypotheses with a power of 0.80. The analysis for Hypothesis 1, which predicted a large correlation (i.e., r= .50 according to common standards; cf. Cohen, 1988), revealed a required sample size of N= 26 for a two‐tailed bivariate correlation. Additionally, for the power analysis related to Hypothesis 2,we assumed an effect size of d= .25 on the basis of Landers et al. (2022). This analysis revealed a sample size of N= 128 for two‐tailed paired sample t‐tests as well as for the within‐group main effect in 2 × 2 mixed analysis of variance (ANOVAs). We tested a sample of working individuals that initially consisted of 202 Bachelor graduates of the Police Academy of OHLMS ET AL. | 95
Lower Saxony in Germany who voluntarily participated in this study. Due to technical issues with the GBA server, scores from only 158 participants were available for the GBA. This Nis larger than the required sample size found in our power analyses. In addition, no scores for the paper‐pencil test were available from one participant, as they did not hand in their answer sheet. Furthermore, data on applicant reactions to the GBA was available from 175 participants and for applicant reactions to the paper‐pencil test from 188 participants. Data on personality, video game experience, and demographic variables were available from 193 participants. This was because some participants did not answer the questionnaires, or their data had to be removed from the data set as careless responding to the questionnaires had to be assumed due to their short completion time (i.e., duration <180 s for the applicant reactions questionnaires and <270 s for the questionnaire measuring personality, video game experience, and demographic variables). Since the results of the GBA and the paper‐pencil test as well as participants' personality scores were relevant for the hypothesis and research question on validity, only data from participants with no missing values concerning these variables were used for the corresponding analyses. Moreover, analyses testing Hypothesis 2were based solely on data from participants with complete data from all three questionnaires (n= 156). The total number of participants, whose data could be used for the analyses, consisted of N= 183. Within the sample, age ranged from 20 to 34 with a mean of 22.83 years (SD = 2.43), and 43.7% of the participants were female and 56.3% were male. All participants had a Bachelor's (97.8%) or a master's degree (2.2%). The majority did not play video games on a weekly basis (54.6%). 4.2 |Procedure Before the main data collection, we conducted a small pilot study with nine participants to examine clarity of the instructions, difficulty of the test, and applicant reactions. The results of the pilot study showed a high variability in the GBA and paper‐pencil test scores, implying an appropriate level of difficulty. In the main study, participants' informed consent was obtained first. Then they were instructed to imagine having applied for their current position once again and that they were now invited to an approximately 90‐min recruitment event at the organization as part of the selection process. Participants completed the GBA and, directly afterward, answered an online questionnaire that assessed their reactions regarding the GBA. Similarly, after they had taken the paper‐pencil GMA test, participants completed a questionnaire assessing their reactions to it. Finally, information on participants' personality and demographic data was collected. To control for possible order effects, participants randomly completed the GBA or the paper‐ pencil test first. 4.3 |Measures 4.3.1 |Game‐based assessment As mentioned above, the GBA was implemented in the development environment of Minecraft (an excerpt of the GBA can be found at https://osf.io/qvw4z/?view_only=d0a1d22208184dad81223edef44 03212). At the beginning of the GBA, participants received an explanation of the control buttons (they had to use the arrow keys, mouse, and spacebar to navigate in the GBA) and were informed about the cover story in which the assessment was embedded. Specifically, participants were instructed that they had to release a country from a curse by finding a crystal hidden on top of a multistory tower. Inside this tower, 36 items had to be completed to finish the game. These items aimed to assess cognitive ability by targeting the second‐stratum ability fluid intelligence. They were chosen to reflect sequential, quantitative, and inductive reasoning. Specifically, the game contained 12 items each for verbal, numerical, and figural intelligence, which together formed the total cognitive ability score. Kuder–Richardson (KR‐)20 across all 36 items of the GBA was α= .58. Once the participants had completed all the items, they reached the top of the tower. There they found the crystal to free the country from the curse and to successfully complete the GBA. Regardless of how many items were solved correctly, participants reached the top of the tower when they had completed all items. The overall GBA score was determined by the number of correctly solved items. One point was awarded for each correctly solved item, meaning GBA scores could range between 0 and 36. Concerning the specific items, several boards were placed on the walls of the first and second floors of the tower with numerical items (for an example item see Figure 1a). On each of these boards, number sequences were displayed, and participants had to find the subsequent number in the series of numbers. There was a time limit of 6 min for solving the number sequences on the first floor of the tower (six items) and 4 min and 45 s for the corresponding items on the second floor (six items). More time was allowed on the first floor to give participants the opportunity to familiarize themselves with the controls. KR‐20 for the numerical items was α= .63. Participants gave the answer to an item by clicking on a corresponding button, which was located on the wall. On the next two floors of the tower, verbal ability was targeted (for an example item see Figure 1b). Again, several boards were attached to the walls, each presenting three words and five answer options. There was always a specific relationship between the first two words, and participants had to select the option that had a similar association with the third word as the first two words had with each other (e.g., “taste and tongue are related to each other like smell is related to a. stink, b. nose, c. fragrance, d. breath"). At each of the two floors (six items each), 3 min and 30 s were given for completion. KR‐ 20 for this subscale was 0.20. Finally, to measure figural ability, different matrices items were designed, located on two floors of the tower (for an example item see 96 | OHLMS ET AL.
Figure 1c). Within each item, three figures were presented following a certain pattern as well as five answer options. For the figural items, 4 min and 45 s were allowed per floor (six items each). KR‐20 was 0.40. In addition to the GMA items, the GBA also included two mini‐ games that did not affect the overall GMA score. The goal of integrating these two mini‐games was to increase the fun and entertainment value of the GBA for the test takers. In the first mini‐ game, chickens, each of which appeared only briefly, had to be hit with snowballs by clicking on them with the mouse. In the second mini‐game, test takers had to try to cross a room by jumping from one block to another (pressing the space bar to jump) without falling off of a block and onto the floor. Only the number of correctly solved items counted toward the total score in the GBA, but no further behavior of participants within the GBA did (e.g., performance in the mini‐games, time spent in a specific level, walking around the tower). The participants were free to choose the order in which they solved the items on one specific level. 4.3.2 |Paper‐pencil cognitive ability test The Intelligence‐Structure‐Test Screening (IST Screening; Liepmann et al., 2012) was used as the paper‐pencil GMA test. This test is commonly used in Germany and consists of three groups, containing 20 items each, assessing verbal (i.e., analogies), numerical (i.e., number sequences), and figural ability (i.e., matrices). This test measures the same three Stratum I abilities of the CHC model as our GBA. Thus, the three task domains targeted in the IST Screening were chosen to best reflect the three key item categories intended to be measured by the GBA. The three subscales of the IST Screening can be combined to form an overall deductive reasoning score (KR‐ 20 = 0.69). 4.3.3 |Personality The Big Five were measured using the German version of the NEO‐ FFI (Borkenau & Ostendorf, 2008), which contains 10 items for each trait. A 5‐point rating scale ranging from 1 = strongly disagree to 5=strongly agree was used for these and the subsequent variables. Cronbach's αfor the five scales ranged from .77 (agreeableness) to .85 (conscientiousness). 4.3.4 |Applicant reactions Applicant reactions were obtained for the GBA and the paper‐pencil test. Our goal was to collect a broad range of different applicant reaction variables to comprehensively capture reactions to the GBA and the paper‐pencil test. Thus, based on a comprehensive literature review, we selected seven applicant reaction variables. The only modifications made to the scales were to ask either about the “test” or the “computer game”. For the current study, scales for which no German version was available were translated into German and FIGURE 1 Example items for the three different item groups within the GBA. (a) Example item for measuring numerical intelligence. (b) Example item for measuring verbal intelligence. (c) Example item for measuring figural intelligence. GBA, game‐based assessment. OHLMS ET AL. | 97
checked with back‐translation (see Table 2for reliabilities of the different scales). We used adapted items from Oostrom et al. (2013)that originally stem from Smither et al. (1993) to measure perceived face validity (three items, e.g., “The actual content of the computer game/test is related to the tasks of my job”) and perceived predictive validity (three items, e.g., “The employer can tell a lot about the applicant's ability to do the job based on the results of the test”). Furthermore, two subscales from the German translation by Manzey and Gurk (2005) of the Selection Procedural Justice Scale (SPJS; Bauer et al. (2001), were used to measure perceived opportunity to perform (four items, e.g., “I could really show my skills and abilities through this computer game/test”), and overall procedural fairness (three items, e.g., “Overall, the method used was fair”). In addition to perceptions of the GBA and the test, organizational attractiveness was measured using the 5‐item general attractiveness subscale (e.g., “For me, this company would be a good place to work”) from the organizational attractiveness scale from Highhouse et al. (2003) and behavioral intentions were measured with four items from the pursuit intentions subscale (e.g., “I would accept a job offer from this company”)fromthesame instrument. For both, the German translation from Basch et al. (2022) were used. Finally, test anxiety was measured using an adapted 6‐item scale (e.g., “I usually get very anxious about taking tests”) from Arvey et al. (1990) that was also previously used in other studies (e.g., Landers et al., 2022). 4.3.5 |Other variables Experience with video games was measured using the 6‐item scale from Bourgonjon et al. (2010; e.g., “I often play video games”). In addition, participants were asked about their video game habits by indicating how many hours per week they play video games in general and Minecraft specifically. Furthermore, demographic variables such as age, sex, and highest educational degree were assessed. 5|RESULTS 5.1 |Preliminary analysis Due to the considerable number of participants with missing data from the GBA, the paper‐pencil test, and/or the other questionnaires, analyses were conducted to investigate whether these participants differed from those without missing data. To do so, we tested whether participants, who had no GBA scores due to technical problems, differed from those with scores on various variables (i.e., conscientiousness, age, sex). In addition, we examined whether participants, who were excluded because of a too‐short completion time or who denied answering the questionnaires or the cognitive ability test, differed from the other participants. For both groups (i.e., missingness due to technical problems or too short response time and refusal to answer), no differences were found for conscientiousness, age, GBA scores, and IST Screening scores (all ts≤1.51, all ps≥.13) or sex (all χ 2 s≤2.19, all ps≥.14). Means, standard deviations, and correlations for the most relevant study variables are shown in Table 1. Unexpectedly, sex correlated with the overall GBA (r=−0.31, p< .001) and IST score (r=−0.30, p< .001) with males scoring higher than females. In addition, video game experience correlated positively with the overall GBA (r= .33, p< .001) and IST test scores (r= .29, p< .001). 5.2 |Tests of hypotheses 5.2.1 |Construct‐related validity of the GBA First, we examined correlations between the GBA and the IST. Evidence of convergence between the GBA and the IST would provide empirical support for the construct‐related validity of the GBA (Hypothesis 1). To do so, Pearson product‐moment correlations were calculated between overall performance on the GBA and the IST Screening, as well as between the three specific fluid abilities (i.e., verbal, numerical, and figural reasoning; seeTable 1). Results indicated a strong positive correlation between the overall GBA and paper‐pencil test scores of r=.51, p<.001. Similarly, the corresponding Stratum I abilities correlated positively with each other. Thus, for numerical and figural ability, medium‐sized positive correlations of r=.35 and .36, both ps < .001, were found between the GBA and the IST Screening, and the verbal subscales of the two instruments correlated with r=.18, p= .03. Furthermore, the numericalandfiguralsubscales of the GBA showed the strongest correlations with the corresponding IST Screening subscales. Given the strong positive correlation between the overall GBA and paper‐pencil test score, Hypothesis 1was supported for the overall GBA score but not for the three subtests, as there were only show small to medium‐ sized correlations between the IST and GBA subscales. Additionally, to check whether our GBA was unintendedly measuring personality (see Wu et al., 2022), we tested whether GBA performance correlated with the Big Five (Research Question 1). We found that the Big Five neither correlated with the overall GBA score, nor with the overall IST Screening score (all rs<.16, see Table 1). Next, we compared the correlation between GBA and paper‐pencil test performance statistically with the correlations of GBA performance with the individual Big Five scores. Therefore, a series of one‐tailed Steiger's (1980) tests for dependent groups with a common third variable were conducted using the online tool from Hemmerich (2017). The results consistently showed that the correlation between the GBA and the IST Screening scores was significantly higher than between the GBA score and agreeableness, conscientiousness, extraversion, neuroticism, and openness to experience, all zs> 3.86, all ps < .001. Thus, addressing Research Question 1,our 98 | OHLMS ET AL.
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