Who Most Enjoys Game‐Based Assessment? Predicting Applicant Reactions by Performance, Gaming Experience and Demographic Factors

ABSTRACT Research on applicant reactions to game‐related assessments (GRAs) has primarily focused on gamified approaches while overlooking more immersive game‐based assessments (GBAs). This study examines the relation between applicant performance, demographics, in‐game behaviors, and affect and recommendation intentions toward GBAs. Regression models identified performance and gaming experience as consistent predictors of applicant reactions using real‐life, high‐stakes recruitment samples ( N = 376 and N = 284) across two distinct GBAs. Although age and gender were initially associated with applicant reactions, these effects were no longer significant when included in the model. The findings underscore the importance of candidates' gaming experience for practitioners and highlight the need for further research on predictors of applicant reactions both across and within GRA types.

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Publication Details

Journal
International Journal of Selection and Assessment
Published
2026-02-01
DOI
https://doi.org/10.1111/ijsa.70047
Primary Topic
Employer Branding and e-HRM
Type
article
Field-Weighted Citation Impact
0.00
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article

Who Most Enjoys Game‐Based Assessment? Predicting Applicant Reactions by Performance, Gaming Experience and Demographic Factors

Tobiasz Naryniecki
International Journal of Selection and Assessment
Employer Branding and e-HRM
article

Who Most Enjoys Game‐Based Assessment? Predicting Applicant Reactions by Performance, Gaming Experience and Demographic Factors

Tobiasz Naryniecki
article en

Abstract

ABSTRACT Research on applicant reactions to game‐related assessments (GRAs) has primarily focused on gamified approaches while overlooking more immersive game‐based assessments (GBAs). This study examines the relation between applicant performance, demographics, in‐game behaviors, and affect and recommendation intentions toward GBAs. Regression models identified performance and gaming experience as consistent predictors of applicant reactions using real‐life, high‐stakes recruitment samples ( N = 376 and N = 284) across two distinct GBAs. Although age and gender were initially associated with applicant reactions, these effects were no longer significant when included in the model. The findings underscore the importance of candidates' gaming experience for practitioners and highlight the need for further research on predictors of applicant reactions both across and within GRA types.

International Journal of Selection and AssessmentVol. 34(1)
University of Warsaw (PL)
Gender equality
Openalex Percentile: Top 56%
Employer Branding and e-HRM
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