Individuals with higher cognitive abilities might be more likely to anticipate the negative consequences of rule-breaking behaviour and, as a result, might be more inclined to refrain from it or overcome negative situations by solving problems (see our eChapter on using Cognitive ability in selection).  We found a moderate and significant negative validity coefficient between g, as measured by Cognify, and counterproductive work behaviours (see Technical Supplement).

 

Cognify is a game-based assessment of cognitive ability that assesses specific abilities such as Fluid reasoning (Gf), Visual-spatial processing (Gv), Quantitative knowledge (Gq), Comprehension-knowledge (Gc), Reading and writing (Grw), and Processing speed (Gs).  Cognify is reported to be a more engaging and enjoyable format when compared to traditional non-game-based assessments (see video for quick overview).  Professors Richard Landers’ presentation at an interdisciplinary workshop, highlights his findings based on independent research conducted with Cognify.  Professor Richard Landers is a world-renowned expert in gamification at Minnesota University.

 

P.S. The international technical manual can be sent on request.