A Serious Game for Soft Skills Assessment in Human Resources: Cross-Sectional Within-Participant Convergent Validity Study.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-08-19 DOI:10.2196/86054
Maxime Boutrouille, Léo Fichet, Jérôme Dinet
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引用次数: 0

Abstract

Background: Soft skills are increasingly assessed in human resources, but commonly used methods (eg, interviews and self-report questionnaires) have well-known limitations. Serious games have been proposed as a complementary assessment format because they can standardize administration, embed assessment in interactive scenarios, and capture behavioral traces. However, evidence for their psychometric validity remains limited and heterogeneous. Establishing convergent validity against well-established reference instruments is a key step in supporting their use as assessment tools.

Objective: This study aimed to evaluate the convergent validity of Yuzu, a serious game that assesses (1) active listening via a gamified questionnaire inspired by the Active-Empathic Listening Scale (AELS), (2) decision-making under uncertainty via a gamified adaptation of the Iowa Gambling Task (IGT), and (3) teamwork style via dialogue choices inspired by the SYMLOG (System for the Multiple Level Observation of Groups) model.

Methods: We conducted a cross-sectional, within-participant convergent validity study in France with 39 adults (n=23 women; mean age 27.79, SD 7.96 y). Participants completed a single laboratory session on a desktop PC with headphones (Yuzu build v2, developed by Yuzu). Participants completed the 3 Yuzu modules and the corresponding reference instruments, administered separately (the AELS, an online IGT via PsyToolkit, and a simplified SYMLOG questionnaire). Primary outcomes were the associations between Yuzu and reference scores for each construct (active listening total score, IGT exploitation-phase net score, and SYMLOG dimension scores). Convergent validity was examined using Spearman correlations (2-sided α=.05). Agreement was additionally examined using Bland-Altman analyses for active listening and equivalence testing using two one-sided tests (TOST) for IGT net scores.

Results: At α=.05, active listening showed strong convergence between Yuzu and the AELS total score (Spearman ρ=0.890, 95% CI 0.804-0.948; P<.001), with minimal systematic bias (mean difference of 0.024, 95% CI -0.031 to 0.078). Decision-making scores were statistically equivalent across modalities based on TOST. The mean net score difference was 1.35 (90% CI -1.22 to 3.93), within the equivalence bounds [-5,+5] (TOST lower: P=.001; TOST upper: P=.01). Teamwork dialogue scores did not converge with the SYMLOG dimensions (dominance: ρ=-0.070, 95% CI -0.420 to 0.280; P=.69; positivity: ρ=0.082, 95% CI -0.266 to 0.418; P=.64; task orientation: ρ=0.134, 95% CI -0.260 to 0.494; P=.44), consistent with a ceiling effect toward cooperative choices.

Conclusions: This study provides convergent validity evidence for 2 complementary assessment modalities embedded in a single serious game, showing that a gamified AELS-inspired module and a gamified IGT adaptation can closely match established reference measures while supporting standardized administration. In contrast, the dialogue-choice teamwork module showed limited sensitivity and no convergence, suggesting that interpersonal profiling in serious games may require more discriminating scenario design and stronger controls for social desirability. Unlike many previous studies that evaluated a single game component, this study provides a module-by-module convergent validity blueprint within a single platform by using matched reference instruments, thereby informing both research and human resources deployment.

人力资源软技能评估的严肃博弈:横断面参与者内收敛效度研究。
背景:人力资源越来越多地评估软技能,但常用的方法(如面试和自我报告问卷)有众所周知的局限性。严肃游戏被提议作为一种补充性的评估形式,因为它们可以标准化管理,将评估嵌入到交互式场景中,并捕捉行为痕迹。然而,他们的心理效度的证据仍然有限和异质性。针对已建立的参考工具建立聚合效度是支持将其用作评估工具的关键步骤。目的:本研究旨在评估《Yuzu》这款严肃游戏的收敛效度,该游戏采用基于主动共情倾听量表(AELS)的游戏化问卷来评估积极倾听,采用基于爱荷华赌博任务(IGT)的游戏化改编来评估不确定性下的决策,采用基于SYMLOG (System for the Multiple Level Observation of Groups)模型的对话选择来评估团队合作风格。方法:我们在法国对39名成年人(n=23名女性,平均年龄27.79岁,标准差7.96 y)进行了横断面、参与者内的收敛效度研究。参与者在带有耳机的台式电脑(Yuzu build v2,由Yuzu开发)上完成了一个单独的实验室会话。参与者完成了三个Yuzu模块和相应的参考工具,分别管理(AELS,通过PsyToolkit进行的在线IGT和简化的SYMLOG问卷)。主要结果是每个构念(主动倾听总分、IGT开发阶段净得分和SYMLOG维度得分)的Yuzu和参考得分之间的关联。采用Spearman相关检验收敛效度(双侧α= 0.05)。此外,对积极倾听使用Bland-Altman分析,对IGT净分数使用两个单侧测试(TOST)进行等效性测试。结果:在α= 0.05时,积极倾听与AELS总分有较强的收敛性(Spearman ρ=0.890, 95% CI 0.804 ~ 0.948; PP= 0.001; TOST上限:P= 0.01)。团队合作对话得分与SYMLOG维度不一致(优势度:ρ=-0.070, 95% CI -0.420至0.280;P= 0.69;积极性:ρ=0.082, 95% CI -0.266至0.418;P= 0.64;任务取向:ρ=0.134, 95% CI -0.260至0.494;P= 0.44),与合作选择的天花板效应一致。结论:本研究为单个严肃游戏中嵌入的两种互补评估模式提供了收敛效度证据,表明游戏化的aels启发模块和游戏化的IGT适应可以紧密匹配已建立的参考措施,同时支持标准化管理。相比之下,对话选择团队合作模块显示出有限的敏感性和不收敛性,这表明严肃游戏中的人际分析可能需要更有区别的场景设计和更强的社会可取性控制。与以往许多评估单个游戏组件的研究不同,本研究通过使用匹配的参考工具,在单个平台内提供了一个模块一个模块的收敛有效性蓝图,从而为研究和人力资源部署提供了信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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