All Stories

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