• Corpus ID: 6627054

Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differences

  title={Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differences},
  author={Laura M. Levy and Rob Solomon and Joann Moore and Jason D. Way and Ruitao Liu and Maribeth Gandy Coleman},
In this paper, we describe the results of an exploratory pilot study examining the use of a video game as an assessment tool. This is part of a larger project aimed at identifying the components and mechanics of accurate and engaging assessment games. A critical step towards this goal is to understand what player behaviors might naturally be associated with traditionally measured human variables (e.g. cognitive and non-cognitive individual differences). We use the custom game, Food for Thought… 

Figures from this paper

Grouches, Extraverts, and Jellyfish: Assessment Validity and Game Mechanics in a Gamified Assessment

A custom game and logging framework is developed for an online study assessing the reliability and validity of transferring a traditional personality questionnaire into a game environment and several gameplay behaviors are found that can be used as predictors of individual differences.

Method in the madness: the design of games as valid and reliable scientific tools

Five critical considerations for the design and implementation of custom-built games as scientifically valid and reliable experimental test beds are described, resulted from several years of work creating game artifacts to study cognitive training and assessment of individual differences.

The effects of background music on video game play performance, behavior and experience in extraverts and introverts

iii ACKNOWLEDGEMENTS I wish to thank the researchers and students that made Food for Thought possible as the wonderful research tool it is today. Special thanks to Rob Solomon, whose efforts to make

Teaching Video Game Design Accessibility: Toward Effective Pedagogic Interventions in Accessible Design

Researchers explore the impact of one 60-min accessibility lecture on the way student participants sonified a game for those with visual impairments and present recommendations for how instructors can implement a minimum viable pedagogic intervention for accessible game design, if a longer engagement with this material is not possible.

Personalized Procedural Content Generation for Increased Player Agency

My interest is in the intersection between AI directors, player modeling, and procedural content generation. Using a combination of these tools, I believe that we can expand the space of tellable



PsyOps: Personality assessment through gaming behavior

It is found that play style and personality do correlate significantly, showing three key themes: Conscientiousness is negatively correlated with speed of action, work ethic correlates negatively with performance in the game, and age and play style offer complimentary correlations to personality.

Cognitive Callisthenics: Do FPS computer games enhance the player's cognitive abilities?

It is indicated that certain types of computer games can improve cognitive functions, and suggests further research to ascertain if these abilities are retained and what other skills can be enhanced by games similar to Counter Strike.

Psychologically Verified Player Modelling

It is concluded that it is possible to measure personality traits, and consequently a valid psychological profile, through automatic observation of player behaviour in games and that testitems in a virtual environment can actually be used to measure extraversion.

Games as personality profiling tools

It is concluded that a video game can be used to create an adequate personality profile of a player.

Unraveling the Differential Effects of Motivational and Skills, Social, and Self-Management Measures from Traditional Predictors of College Outcomes.

The authors report on a large-scale study examining the effects of self-reported psychosocial factors on 1st-year college outcomes. Using a sample of 14,464 students from 48 institutions, the authors

Conceptual Framework for Modeling , Assessing , and Supporting Competencies within Game Environments

The first challenge of accomplishing the goals of any successful instructional system depends on accurately assessing learners and leveraging the information to improve learning (e.g., Conati, 2002;

Focus Article: On the Structure of Educational Assessments

In educational assessment, we observe what students say, do, or make in a few particular circumstances and attempt to infer what they know, can do, or have accomplished more generally. A web of

Determinants of adult age differences on synthetic work performance.

Synthetic work research is designed to simulate complex work activities by requiring participants to perform several concurrent tasks. The current project consisted of 2 studies in which adults of

Do psychosocial and study skill factors predict college outcomes? A meta-analysis.

Meta-analyses confirmed the incremental contributions of the PSF over and above those of socioeconomic status, standardized achievement, and high school GPA in predicting college outcomes.