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. Fixing the Industrial-Organizational Psychology-Technology Interface (IOPTI)
  25. 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
  26. You are what you click: using machine learning to model trace data for psychometric measurement
  27. Editorial to the virtual Special Issue: Human-automation interaction in the workplace: A broadened scope of paradigms
  28. Using natural language processing and machine learning to replace human content coders.
  29. The effects of unproctored internet testing on applicant pool size and diversity: Using interrupted time series to improve causal inference.
  30. Evaluating a Natural Language Processing Approach to Estimating KSA and Interest Job Analysis Ratings
  31. Game‐based, gamified, and gamefully designed assessments for employee selection: Definitions, distinctions, design, and validation
  32. Auditing the AI auditors: A framework for evaluating fairness and bias in high stakes AI predictive models.
  33. Gamifying a personality measure by converting it into a story: Convergence, incremental prediction, faking, and reactions
  34. Using machine learning to model trace behavioral data from a game‐based assessment
  35. Theory-driven game-based assessment of general cognitive ability: Design theory, measurement, prediction of performance, and test fairness.
  36. 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
  37. Practical theory about workplace technology requires integrating design perspectives
  38. Theory and Technology in Organizational Psychology: A Review of Technology Integration Paradigms and Their Effects on the Validity of Theory
  39. Pay for performance, satisfaction and retention in longitudinal crowdsourced research
  40. Gamified Active Learning and Its Potential for Social Change
  41. Calculating LongString in Excel to Detect Careless Responders    
  42. Enabling practical research for the benefit of organizations and society
  43. Creating Data-Driven HR Insights: Data Science in HRM
  44. Gamification in e-HRM
  45. Gamifying a situational judgment test with immersion and control game elements
  46. A theory of branched situational judgment tests and their applicant reactions
  47. Embodied Realistic Avatar System with Body Motions and Facial Expressions for Communication in Virtual Reality Applications
  48. Swipe right on personality: a mobile response latency measure
  49. Crowdsourcing Job Satisfaction Data: Examining the Construct Validity of Glassdoor.com Ratings
  50. Introduction to the Special Issue on Advanced Technologies in Assessment: A Science-Practice Concern
  51. Game-Framing to Improve Applicant Perceptions of Cognitive Assessments
  52. Data Science as a New Foundation for Insightful, Reproducible, and Trustworthy Social Science
  53. Gamification of Adult Learning: Gamifying Employee Training and Development
  54. Preface
  55. The Cambridge Handbook of Technology and Employee Behavior
  56. The Existential Threats to I-O Psychology Highlighted by Rapid Technological Change
  57. The Greatest Battle is Within Ourselves: An Experiment on the Effects of Competition Alone on Task Performance
  58. Gamification Misunderstood: How Badly Executed and Rhetorical Gamification Obscures Its Transformative Potential
  59. Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs
  60. Gamification Science, Its History and Future: Definitions and a Research Agenda
  61. Gamification of employee training and development
  62. The Wicked Problem of Scholarly Impact
  63. When Are Models of Technology in Psychology Most Useful?
  64. Gamification of task performance with leaderboards: A goal setting experiment
  65. Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model
  66. An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning
  67. Handbook of Employee Selection
  68. How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning
  69. A meta-analytic investigation of the relationship between leader-member exchange and work-family experiences
  70. Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges
  71. A Meta-Analytic Investigation of Objective Learner Control in Web-based Instruction
  72. A primer on theory-driven web scraping: Automatic extraction of big data from the Internet for use in psychological research.
  73. Game-Thinking Within Social Media to Recruit and Select Job Candidates
  74. Social Media in Employee Selection and Recruitment: An Overview
  75. Social Media in Employee Selection and Recruitment: Current Knowledge, Unanswered Questions, and Future Directions
  76. Social Media in Employee Selection and Recruitment
  77. Gamifying Recruitment, Selection, Training, and Performance Management
  78. An Inconvenient Truth: Arbitrary Distinctions Between Organizational, Mechanical Turk, and Other Convenience Samples
  79. An Empirical Test of the Theory of Gamified Learning
  80. Developing a Theory of Gamified Learning
  81. How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences
  82. Psychological Theory and the Gamification of Learning
  83. An Experiment on Anonymity and Multi-User Virtual Environments
  84. Validation of the Beneficial and Harmful Work-Related Social Media Behavioral Taxonomies
  85. Mobile and computer-based talent assessments
  86. The Psychology of Workplace Technology
  87. Offsetting Performance Losses Due to Cheating in Unproctored Internet-based Testing by Increasing the Applicant Pool
  88. Retesting after initial failure, coaching rumors, and warnings against faking in online personality measures for selection.
  89. TREND: A tool for rapid online research literature analysis and quantification
  90. REVISITING INTERVIEW–COGNITIVE ABILITY RELATIONSHIPS: ATTENDING TO SPECIFIC RANGE RESTRICTION MECHANISMS IN META-ANALYSIS
  91. A cautionary note on the effects of range restriction on predictor intercorrelations.
  92. An investigation of Big Five and narrow personality traits in relation to Internet usage
  93. An Experiment on Anonymity and Multi-User Virtual Environments
  94. Social Media: Implications for Organizations