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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.

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.

Suggested Citation

  • Armstrong, Michael B. & Ferrell, Jared Z. & Collmus, Andrew B. & Landers, Richard N., 2016. "Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges," Industrial and Organizational Psychology, Cambridge University Press, vol. 9(3), pages 671-677, September.
  • Handle: RePEc:cup:inorps:v:9:y:2016:i:03:p:671-677_00
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    Cited by:

    1. Richard N. Landers & Elena M. Auer & Andrew B. Collmus & Michael B. Armstrong, 2018. "Gamification Science, Its History and Future: Definitions and a Research Agenda," Simulation & Gaming, , vol. 49(3), pages 315-337, June.
    2. Richard A. Oxarart & Jeffery D. Houghton, 2021. "A Spoonful of Sugar: Gamification as Means for Enhancing Employee Self-Leadership and Self-Concordance at Work," Administrative Sciences, MDPI, vol. 11(2), pages 1-16, April.
    3. Alexander Simons & Isabell Wohlgenannt & Markus Weinmann & Stefan Fleischer, 2021. "Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization," Review of Managerial Science, Springer, vol. 15(4), pages 957-990, May.

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