All Stories

  1. Psychology-in-the-loop.
  2. How to conduct high-quality psychology research using web scraping and APIs
  3. Ethical use of artificial intelligence in industrial-organizational psychology research and practice.
  4. Participant Interactions with Artificial Intelligence: Using Large Language Models to Generate Research Materials for Surveys and Experiments
  5. Corrigendum to “A longitudinal quasi-experiment of leaderboard effectiveness on learner behaviors and course performance” [Learning and Individual Differences (2024), volume 116, 102572]
  6. A longitudinal quasi-experiment of leaderboard effectiveness on learner behaviors and course performance
  7. A panel discussion on addressing the science–practice gap with academic–industry collaborations
  8. Approaches for Investigating and Respecting Complexity
  9. Becoming a Researcher, Becoming an I-O Psychologist
  10. Building and Administering a Questionnaire
  11. Cleaning Data Without Hacking Them
  12. Creating a Rating Scale That Reflects a Construct
  13. Data Collection, Analytic Strategies, and Minimizing Bias
  14. From Start to Finish
  15. Measuring Psychological Constructs
  16. Null Hypothesis Significance Testing and Reasonable Alternatives
  17. Research Design in Pursuit of Trustworthy Conclusions
  18. Research Methods for Industrial and Organizational Psychology
  19. Reviewing Research Literature with a Goal in Mind
  20. Selecting a Research Population and Identifying a Sample
  21. Selecting the Best Research Strategy From Your Literature Review
  22. Strategies for Openly Sharing Research, Materials, and Data
  23. Understanding and Executing Meta-Analyses
  24. Game-Based Assessment around the Globe
  25. Fixing the Industrial-Organizational Psychology-Technology Interface (IOPTI)
  26. A simulation of the impacts of machine learning to combine psychometric employee selection system predictors on performance prediction, adverse impact, and number of dropped predictors
  27. You are what you click: using machine learning to model trace data for psychometric measurement
  28. Editorial to the virtual Special Issue: Human-automation interaction in the workplace: A broadened scope of paradigms
  29. Using natural language processing and machine learning to replace human content coders.
  30. The effects of unproctored internet testing on applicant pool size and diversity: Using interrupted time series to improve causal inference.
  31. Evaluating a Natural Language Processing Approach to Estimating KSA and Interest Job Analysis Ratings
  32. Game‐based, gamified, and gamefully designed assessments for employee selection: Definitions, distinctions, design, and validation
  33. Auditing the AI auditors: A framework for evaluating fairness and bias in high stakes AI predictive models.
  34. Gamifying a personality measure by converting it into a story: Convergence, incremental prediction, faking, and reactions
  35. Using machine learning to model trace behavioral data from a game‐based assessment
  36. Theory-driven game-based assessment of general cognitive ability: Design theory, measurement, prediction of performance, and test fairness.
  37. The future of artificial intelligence at work: A review on effects of decision automation and augmentation on workers targeted by algorithms and third-party observers
  38. Practical theory about workplace technology requires integrating design perspectives
  39. Theory and Technology in Organizational Psychology: A Review of Technology Integration Paradigms and Their Effects on the Validity of Theory
  40. Pay for performance, satisfaction and retention in longitudinal crowdsourced research
  41. Gamified Active Learning and Its Potential for Social Change
  42. Calculating LongString in Excel to Detect Careless Responders    
  43. Enabling practical research for the benefit of organizations and society
  44. Creating Data-Driven HR Insights: Data Science in HRM
  45. Gamification in e-HRM
  46. Gamifying a situational judgment test with immersion and control game elements
  47. A theory of branched situational judgment tests and their applicant reactions
  48. Embodied Realistic Avatar System with Body Motions and Facial Expressions for Communication in Virtual Reality Applications
  49. Swipe right on personality: a mobile response latency measure
  50. Crowdsourcing Job Satisfaction Data: Examining the Construct Validity of Glassdoor.com Ratings
  51. Introduction to the Special Issue on Advanced Technologies in Assessment: A Science-Practice Concern
  52. Game-Framing to Improve Applicant Perceptions of Cognitive Assessments
  53. Data Science as a New Foundation for Insightful, Reproducible, and Trustworthy Social Science
  54. Gamification of Adult Learning: Gamifying Employee Training and Development
  55. Preface
  56. The Cambridge Handbook of Technology and Employee Behavior
  57. The Existential Threats to I-O Psychology Highlighted by Rapid Technological Change
  58. The Greatest Battle is Within Ourselves: An Experiment on the Effects of Competition Alone on Task Performance
  59. Gamification Misunderstood: How Badly Executed and Rhetorical Gamification Obscures Its Transformative Potential
  60. Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs
  61. Gamification Science, Its History and Future: Definitions and a Research Agenda
  62. Gamification of employee training and development
  63. The Wicked Problem of Scholarly Impact
  64. When Are Models of Technology in Psychology Most Useful?
  65. Gamification of task performance with leaderboards: A goal setting experiment
  66. Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model
  67. An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning
  68. Handbook of Employee Selection
  69. How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning
  70. A meta-analytic investigation of the relationship between leader-member exchange and work-family experiences
  71. Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges
  72. A Meta-Analytic Investigation of Objective Learner Control in Web-based Instruction
  73. A primer on theory-driven web scraping: Automatic extraction of big data from the Internet for use in psychological research.
  74. Game-Thinking Within Social Media to Recruit and Select Job Candidates
  75. Social Media in Employee Selection and Recruitment: An Overview
  76. Social Media in Employee Selection and Recruitment: Current Knowledge, Unanswered Questions, and Future Directions
  77. Social Media in Employee Selection and Recruitment
  78. Gamifying Recruitment, Selection, Training, and Performance Management
  79. An Inconvenient Truth: Arbitrary Distinctions Between Organizational, Mechanical Turk, and Other Convenience Samples
  80. An Empirical Test of the Theory of Gamified Learning
  81. Developing a Theory of Gamified Learning
  82. How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences
  83. Psychological Theory and the Gamification of Learning
  84. An Experiment on Anonymity and Multi-User Virtual Environments
  85. Validation of the Beneficial and Harmful Work-Related Social Media Behavioral Taxonomies
  86. Mobile and computer-based talent assessments
  87. The Psychology of Workplace Technology
  88. Offsetting Performance Losses Due to Cheating in Unproctored Internet-based Testing by Increasing the Applicant Pool
  89. Retesting after initial failure, coaching rumors, and warnings against faking in online personality measures for selection.
  90. TREND: A tool for rapid online research literature analysis and quantification
  91. REVISITING INTERVIEW–COGNITIVE ABILITY RELATIONSHIPS: ATTENDING TO SPECIFIC RANGE RESTRICTION MECHANISMS IN META-ANALYSIS
  92. A cautionary note on the effects of range restriction on predictor intercorrelations.
  93. An investigation of Big Five and narrow personality traits in relation to Internet usage
  94. An Experiment on Anonymity and Multi-User Virtual Environments
  95. Social Media: Implications for Organizations