2016
DOI: 10.1177/1046878116682661
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Construct Development and Validation in Game-Based Research

Abstract: Problem. Teams or groups of individuals working together to achieve a shared goal, make up today’s world of work. Although the literature is rife with issues concerning teams, there is no coherent structure to guide researchers wishing to gain a deeper understanding into those factors leading to positive team outcomes. Question. This is due in part to two factors; one being the methods (e.g., observation; self report) typically employed to study teams often do not apply rigorous standards for reliability and v… Show more

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Cited by 7 publications
(11 citation statements)
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References 34 publications
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“…Many of the real-world measures employed for individual and team performance assessment can be directly implemented in a serious game --leading to data that is both highly reliable and internally/externally valid. The reader is referred to [60] for a recent discussion and an example employing confirmatory factor analysis subsequent to testing a latent change score structural equation model. Examples employing graph theory with teams are described in [9][10][11].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Many of the real-world measures employed for individual and team performance assessment can be directly implemented in a serious game --leading to data that is both highly reliable and internally/externally valid. The reader is referred to [60] for a recent discussion and an example employing confirmatory factor analysis subsequent to testing a latent change score structural equation model. Examples employing graph theory with teams are described in [9][10][11].…”
Section: Discussionmentioning
confidence: 99%
“…As can be gleaned from our review, there is a plethora of available methods for serious games. These range from guiding principles [58] through traditional experimental designs [59] and emerging techniques such as confirmatory factor analysis and structural equation modeling [60], graph theory and Petri nets [9], and Bayesian networks [57]. Using the appropriate methodological and statistical tool for the research task at hand, we argue it is important to assess the reliability and validity of serious games.…”
Section: Serious Games and Researchmentioning
confidence: 99%
“…The key potential strength of serious games as a modality for employee assessment is their ability to create an immersive experience with high psychological fidelity to the onthe-job work environment [9,10]. That is, the game can place the player into cognitive and emotional states that resemble those experienced on the job [11].…”
Section: Psychological Fidelity As a Strength Of Game-based Assessmentmentioning
confidence: 99%
“…After specifying the aptitudes and skills to be measured, the next step is to select the specific metrics that will be used to quantify these competences. Assessment in a serious game typically occurs via three primary methods-( 1) direct assessment by the game engine during gameplay, (2) ratings by trained observers, or (3) player responses to questions during or after play [10,20]. Some constructs, such as decision-making ability, may be amenable to direct assessment by the game engine (e.g., by achievement of game objectives), whereas others (e.g., team cohesion, emotional states) may be better-assessed using observer ratings or player responses to post-game reflection questions.…”
Section: Selecting Game Assessment Metricsmentioning
confidence: 99%
“…In 1975, C. H. Lawshe described a formula that could be used by professionals to reach concurrence when exploring content validity. In this issue, we find two uses for simulation and gaming for accomplishing the sometimes-elusive task of validity: using serious games and team performance (Coovert, Winner, & Bennett, 2017) and using training sessions with questionnaires (van Lankveld, Sehic, Lo, & Meijer, 2017). In their research, both sets of researchers seek innovative ways of determining validity to confront real issues.…”
Section: Simulation and Gaming 48(2)mentioning
confidence: 99%