Gamified Personality Assessment Reduces Faking and Careless Responding

Game-like personality assessment was developed to be a quick and engaging method of measuring personality in a way that may minimize careless responding and impression management (faking). Thus far developments in game-like personality assessment have focused on iterative improvements in validity. This study is the first test of differences in both careless responding and faking between game-like and traditional personality assessment. Across two experiments participants completed both types of personality assessments; initially and again 1 to 4 weeks later with instructions to make themselves appear as desirable as possible (experiment 1), and with careless responding identification items in each measure (experiment 2). Results support the hypothesis that game-like assessment reduces both careless responding and faking compared to traditional Likert type personality assessment.

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Publication Details

Journal
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Published
2025-08-20
DOI
https://doi.org/10.1177/10711813251363208
Primary Topic
Personality Traits and Psychology
Type
article
Field-Weighted Citation Impact
0.00
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article

Gamified Personality Assessment Reduces Faking and Careless Responding

Jason L. Harman
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Personality Traits and Psychology
article

Gamified Personality Assessment Reduces Faking and Careless Responding

Jason L. Harman
article en

Abstract

Game-like personality assessment was developed to be a quick and engaging method of measuring personality in a way that may minimize careless responding and impression management (faking). Thus far developments in game-like personality assessment have focused on iterative improvements in validity. This study is the first test of differences in both careless responding and faking between game-like and traditional personality assessment. Across two experiments participants completed both types of personality assessments; initially and again 1 to 4 weeks later with instructions to make themselves appear as desirable as possible (experiment 1), and with careless responding identification items in each measure (experiment 2). Results support the hypothesis that game-like assessment reduces both careless responding and faking compared to traditional Likert type personality assessment.

Proceedings of the Human Factors and Ergonomics Society Annual MeetingVol. 69(1)
Michigan Technological University (US)
Openalex Percentile: Top 70%
Personality Traits and Psychology
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