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Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization

Author

Listed:
  • Alexander Simons

    (University of Liechtenstein)

  • Isabell Wohlgenannt

    (University of Liechtenstein)

  • Markus Weinmann

    (Erasmus University)

  • Stefan Fleischer

    (University of Münster)

Abstract

Human resource professionals increasingly enhance their assessment tools with game elements—a process typically referred to as “gamification”—to make them more interesting and engaging for candidates, and they design and use “serious games” that can support skill assessment and development. However, commercial, off-the-shelf video games are not or are only rarely used to screen or test candidates, even though there is increasing evidence that they are indicative of various skills that are professionally valuable. Using the strategy game Civilization, this proof-of-concept study explores if strategy video games are indicative of managerial skills and, if so, of what managerial skills. Under controlled laboratory conditions, we asked forty business students to play the Civilization game and to participate in a series of assessment exercises. We find that students who had high scores in the game had better skills related to problem-solving and organizing and planning than the students who had low scores. In addition, a preliminary analysis of in-game data, including players’ interactions and chat messages, suggests that strategy games such as Civilization may be used for more precise and holistic “stealth assessments,” including personality assessments.

Suggested Citation

  • Alexander Simons & Isabell Wohlgenannt & Markus Weinmann & Stefan Fleischer, 2021. "Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization," Review of Managerial Science, Springer, vol. 15(4), pages 957-990, May.
  • Handle: RePEc:spr:rvmgts:v:15:y:2021:i:4:d:10.1007_s11846-020-00378-0
    DOI: 10.1007/s11846-020-00378-0
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    References listed on IDEAS

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    1. Chamorro-Premuzic, Tomas & Winsborough, Dave & Sherman, Ryne A. & Hogan, Robert, 2016. "New Talent Signals: Shiny New Objects or a Brave New World?," Industrial and Organizational Psychology, Cambridge University Press, vol. 9(3), pages 621-640, September.
    2. Brian D Glass & W Todd Maddox & Bradley C Love, 2013. "Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait," PLOS ONE, Public Library of Science, vol. 8(8), pages 1-7, August.
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    4. Armstrong, Michael B. & Ferrell, Jared Z. & Collmus, Andrew B. & Landers, Richard N., 2016. "Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges," Industrial and Organizational Psychology, Cambridge University Press, vol. 9(3), pages 671-677, September.
    5. Morelli, Neil & Potosky, Denise & Arthur, Winfred & Tippins, Nancy, 2017. "A Call for Conceptual Models of Technology in I-O Psychology: An Example From Technology-Based Talent Assessment," Industrial and Organizational Psychology, Cambridge University Press, vol. 10(4), pages 634-653, December.
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    Cited by:

    1. Koch, Marco & Becker, Nicolas & Spinath, Frank M. & Greiff, Samuel, 2021. "Assessing intelligence without intelligence tests. Future perspectives," Intelligence, Elsevier, vol. 89(C).
    2. Brauner, Philipp & Ziefle, Martina, 2022. "Beyond playful learning – Serious games for the human-centric digital transformation of production and a design process model," Technology in Society, Elsevier, vol. 71(C).

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    More about this item

    Keywords

    Assessment; Gamification; Recruitment; Human resources; Serious games; Video games;
    All these keywords.

    JEL classification:

    • J24 - Labor and Demographic Economics - - Demand and Supply of Labor - - - Human Capital; Skills; Occupational Choice; Labor Productivity
    • M51 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Personnel Economics - - - Firm Employment Decisions; Promotions

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