We investigate the relationship between personal and professional familiarly, team effectiveness, and viability, and how these relationships are mediated by information elaboration in global virtual teams. We further assess whether virtuality moderates the relationships between both types of familiarity and information elaboration. Based on data collected from 63 global virtual supply chain teams, our results suggest that professional familiarity is positively associated with team information elaboration, which in turn relates positively to both manager-rated team effectiveness and team leader–rated viability. Furthermore, team virtuality enhances the influence of personal familiarity on information elaboration, but dampens the relationship between professional familiarity and information elaboration. Our results suggest that professional familiarity is a more salient antecedent of information elaboration in global virtual teams. We discuss the implications of our results for both theory and practice.
Reflecting practitioner efforts to improve existing psychometric assessments, a new games‐related class of assessments and assessment design approaches has emerged, and research is beginning to examine it as well. Understanding this class of assessments requires understanding of three major terms. First, game‐based assessment refers to an assessment method in which job candidates are players participating in a core gameplay loop while trait information is inferred. Second, gameful design refers to practices by assessment professionals using game mechanics or other game concepts to guide their decision‐making in assessment design. Third, gamification refers to practices by assessment professionals changing existing assessments by adding game mechanics and applying game concepts to them. Whereas game‐based assessment is itself an assessment method, the other two are (re)design strategies. In this review, we explore these distinctions in finer terms, describe the game design and development processes necessary to create a functional game‐based assessment, describe theoretical and practical concerns related to the use or addition of game mechanics in traditional assessment methods, and present evaluation guidelines for the entire assessment class. Overall, we conclude that the future of games‐related assessment is promising, but further progress will require a focus on interdisciplinary understanding and much greater integration of design and development into assessment theory.
Background. Recent research on game-based assessment and training demonstrates growing interest in how individual differences affect game-based outcomes. However, there is still a lack of clarity about the variables that affect important game-based outcomes and issues with measurement approaches regarding these variables (e.g., no validation of scales). This study develops a model where video game pursuit (VGPu) is measured as an antecedent to entering the gaming cycle. We propose that VGPu-related antecedents lead to a feedback loop where engaging in the game cycle affects game-related outcomes which again affect the antecedents of re-entering the game cycle. Moreover, we validate a measure of VGPu and provide construct as well as criterion validity evidence. Methods. Within three studies ( N = 716) we develop and validate the VGPu scale - a psychometrically sound measure of intentions to pursue video games. Using Amazon’s MTurk (Studies 1, 2), participants responded to the VGPu items and we conducted exploratory and confirmatory factor analyses showing that VGPu consists of a general latent VGPu factor with four subfactors (Intentional Game Play, Generalized Game Self-Efficacy, Enjoyment of Games, Prone to Game Immersion). In Study 3, students responded to the VGPu items, to items examining construct validity, and played three video games from different genres to assess criterion-related validity of game performance and game reactions. Results. Results demonstrate construct and criterion-related validity showing that VGPu correlates with other game-related scales and predicts game performance and game reactions. Discussion. The findings demonstrate the value of the VGPu scale for research and practice because pursuing video games seems to be an important variable for predicting how individuals perform and react to game-based activities. Finally, we discuss implications for future research and practice in the realm of game-based assessment and training.
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