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Game-related assessments for personnel selection: A systematic review
16 references·1 citing·47 second hopsampled
Game-related assessments for personnel selection: A systematic review (2022)Game-related assessments for personnel se…Game‐based, gamified, and gamefully designed assessments for employee selection: Definitions, distinctions, design, and validation (2022)Game‐based, gamified, and gam…What is the Role of Technology in Recruitment and Selection? (2021)What is the Role of Technolog…Theory-driven game-based assessment of general cognitive ability: Design theory, measurement, prediction of performance, and test fairness. (2021)Theory-driven game-based asse…The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: an…Understanding applicants’ reactions to gamified recruitment (2020)Understanding applicants’ rea…Personnel selection in the digital age: a review of validity and applicant reactions, and future research challenges (2019)Personnel selection in the di…Gamifying employer branding: An integrating framework and research propositions for a new HRM approach in the digitized economy (2019)Gamifying employer branding: …Gamification in employee selection: The development of a gamified assessment (2019)Gamification in employee sele…Assessing Job Performance Using Brief Self-report Scales: The Case of the Individual Work Performance Questionnaire (2019)Assessing Job Performance Usi…Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)Gamification Science, Its His…Gamification of employee training and development (2018)Gamification of employee trai…Escape Room Recruitment Event: Description and Lessons Learned (2018)Escape Room Recruitment Event…The maturing of gamification research (2017)The maturing of gamification …The datafication of talent: how technology is advancing the science of human potential at work (2017)The datafication of talent: h…An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning (2017)An Evaluation of Gamified Tra…Toward a Taxonomy Linking Game Attributes to Learning (2012)Toward a Taxonomy Linking Gam…Game-related personality assessment (2025)Game-related personality asse…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Games, Motivation, and Learning: A Research and Practice Model (2002)An Empirical Test of the Theory of Gamified Learning (2014)The impact of gamification in educational settings on student learning outcomes: a meta-analysis (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)From game design elements to gamefulness (2011)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Technology Enhanced Learning in higher education; motivations, engagement and academic achievement (2019)Gamification Applications in E-learning: A Literature Review (2021)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes (2018)The key elements of gamification in corporate training – The Delphi method (2021)Game on! A state-of-the-art overview of doing business with gamification (2023)The validity and utility of selection methods in personnel psychology: Practical and theoretical implications of 85 years of research findings. (1998)Personality and leadership: A qualitative and quantitative review. (2002)Private traits and attributes are predictable from digital records of human behavior (2013)Privacy at Work: A Review and a Research Agenda for a Contested Terrain (2019)Big data and human resource management research: An integrative review and new directions for future research (2021)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification for behavior change: A scientometric review (2022)What is coefficient alpha? An examination of theory and applications. (1993)Gamification in the classroom: Examining the impact of gamified quizzes on student learning (2019)Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance (2019)The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)On the Evaluation of Structural Equation Models (1988)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Principles and Practice of Structural Equation Modeling (2012)The Psychological Meaning of Words: LIWC and Computerized Text Analysis Methods (2009)Personality, Gender, and Age in the Language of Social Media: The Open-Vocabulary Approach (2013)Preferring the devil you know: Potential applicant reactions to artificial intelligence evaluation of interviews (2021)Can I show my skills? Affective responses to artificial intelligence in the recruitment process (2022)How does artificial intelligence impact human resources performance. evidence from a healthcare institution in the United Arab Emirates (2023)A power primer. (1992)Confirmatory factor analysis for applied research (2007)COVID-19: How the stress generated by the pandemic may affect work performance through the moderating role of emotional intelligence (2021)Emotional exhaustion, emotional intelligence and task performance of employees in educational institutions during COVID 19 global pandemic: a moderated-mediation model (2022)Fairness and Bias in Algorithmic Hiring: A Multidisciplinary Survey (2024)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Global prevalence and burden of depressive and anxiety disorders in 204 countries and territories in 2020 due to the COVID-19 pandemic (2021)PRISMA 2020 explanation and elaboration: updated guidance and exemplars for reporting systematic reviews (2021)PRISMA-S: an extension to the PRISMA Statement for Reporting Literature Searches in Systematic Reviews (2021)
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References

  • 2021The PRISMA 2020 statement: an updated guideline for reporting systematic reviews107,380 cited
  • 2017The maturing of gamification research492 cited
  • 2012Toward a Taxonomy Linking Game Attributes to Learning393 cited
  • 2018Gamification Science, Its History and Future: Definitions and a Research Agenda387 cited
  • 2019Assessing Job Performance Using Brief Self-report Scales: The Case of the Individual Work Performance Questionnaire261 cited
  • 2019Personnel selection in the digital age: a review of validity and applicant reactions, and future research challenges218 cited
  • 2018Gamification of employee training and development194 cited
  • 2017An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning158 cited
  • 2017The datafication of talent: how technology is advancing the science of human potential at work138 cited
  • 2019Gamification in employee selection: The development of a gamified assessment118 cited
  • 2019Gamifying employer branding: An integrating framework and research propositions for a new HRM approach in the digitized economy102 cited
  • 2021What is the Role of Technology in Recruitment and Selection?88 cited
  • 2022Game‐based, gamified, and gamefully designed assessments for employee selection: Definitions, distinctions, design, and validation87 cited
  • 2020Understanding applicants’ reactions to gamified recruitment

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85 cited
  • 2018Escape Room Recruitment Event: Description and Lessons Learned85 cited
  • 2021Theory-driven game-based assessment of general cognitive ability: Design theory, measurement, prediction of performance, and test fairness.75 cited
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    • 2025Game-related personality assessment3 cited