Accepted for/Published in: JMIR Serious Games
Date Submitted: Dec 22, 2024
Open Peer Review Period: Dec 27, 2024 - Feb 21, 2025
Date Accepted: Jul 2, 2025
(closed for review but you can still tweet)
A Gamified Assessment Tool for Antisocial Personality Traits (ASP-ECD-G): A Randomized Controlled Trial
ABSTRACT
Background:
Traditional personality assessment tools, such as questionnaires, were prone to social desirability bias and response distortions, leading to inaccurate measurements and misdiagnosis. These issues undermined the effectiveness of interventions and treatments, necessitating the development of more reliable assessment methods.
Objective:
This study aimed to develop and validate a gamified assessment tool (ASP-ECD-G) based on Evidence-Centered Design (ECD) to measure antisocial personality traits through participant behavior in a virtual workplace environment.
Methods:
The ASP-ECD-G was designed using game elements like narrative, immersion, and feedback to assess antisocial traits. It was based on the DSM-5’s alternative model for diagnosing antisocial personality disorder, which includes traits such as Machiavellism, callousness, deceitfulness, hostility, risk-taking, impulsivity, and irresponsibility. The tool’s development was validated through three sub-studies: Study 1 focused on creating the assessment ontology, Study 2 constructed the assessment model, and Study 3 validated the tool’s characteristics using a 2×2 mixed experimental design.
Results:
The validity tests showed that ASP-ECD-G effectively reflected individual antisocial traits with high robustness in content validity, construct validity, and criterion validity. The tool demonstrated strong resistance to manipulation, preventing participants from altering responses in high-risk scenarios.
Conclusions:
ASP-ECD-G proved to be a reliable and effective tool for measuring antisocial personality traits in psychological research and organizational contexts, including recruitment and employee management. Its applicability and validity in different cultural contexts and scenarios were also explored.
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