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Clinical Psychology > Computerized Psycho-diagnostics > Special Personality Test Software
The Schuhfried VTS enables computer-assisted application of a large number of highly diverse psycho-diagnostic tests and measuring procedures. In developing the system much emphasis was placed on transparent structure and largely uniform design. It is therefore simple to operate and easy to understand and does not require any special computer skills.
The VTS basic module is required for administration of any of the available tests.
The Schuhfried VTS supports the administration of both single tests and test batteries. Many of the single tests are available in different test versions. These test versions may differ, for example, in terms of test duration or difficulty or may be parallel forms. They are characterized by different parameters reflecting specific test requirements. They have been designed for administration to a specific population (e.g. psychiatric patients, children, etc.) or for special measuring purposes (e.g. repeated measurements). Test batteries are compiled from the available single tests and test versions.
The MMG combines aspects of the Thematic Apperception Test (TAT) with those of classic questionnaires. Similar to the TAT, 18 pictures are presented which provide a well-balanced set of situations linked to performance, control, and social acceptance. These pictures are accompanied by statements that represent important motivational states.
Assessment of motives regarding performance, control and social acceptance.
Main areas of application: personality aptitude diagnostics, industrial and organizational psychology, as well as health psychology.
The MMG combines aspects of the Thematic Apperception Test (TAT) with those of classic questionnaires. Similar to the TAT, 18 pictures are presented which provide a well-balanced set of situations linked to performance, control, and social acceptance. These pictures are accompanied by statements that represent important motivational states.
The following six variables are calculated:
Results of a factor analysis recommend a three-factor constellation: a fear factor (fear of failure, fear of losing control, and fear of rejection), a factor that represents the hope for performance and control (hope for success and for control), and a third factor hope for acceptance.
After the instruction phase, the items (pictures and statements) are presented on the screen one after the other. The respondent indicates his / her answer in a bipolar scale (yes / no). She or he may not omit answers.
There is one test form with 18 pictures.
Pictures 1-4 are not scored; they function merely as warm-up items and serve to increase acceptance of the test. Raw scales are calculated for all scales. The output of results consists of a results table which gives raw and standard scores for all scales; working time is also noted. The test profile and an item analysis protocol giving details of the respondent's answers can also be viewed if required. The following six variables are calculated:
The internal consistency (Cronbach's Alpha) of the scales varies between r=.78 and r=.90.
Studies have shown that individuals with achievement motivation perform better on a management training course and individuals with high control motivation benefit more from this kind of training.
Wegge, Quaeck and Kleinbeck (1996) investigated the influence of motives – measured by the MMG, the TAT and a questionnaire (AMS) – on subjects' video game preferences. Subjects were shown three games which they could choose between; the selection consisted of a game involving fighting, an adventure game and a simulated motor cycle race. Fear of failure was a good predictor for the length of playing time. Fear of losing control and fear of failure were good predictors of the amount of time the subject spent with the games. Individuals with high hope for affiliation had by far the strongest preference for the adventure game.
When asked about their general preferences with regard to video games, individuals with high hope for affiliation mentioned the games' colour and music, while individuals with high hope for success particularly enjoyed games in which they could determine the difficulty level themselves.
Computer norms are available for a representative sample of for N=390 individuals aged between 16 and 81 who were tested in the research laboratory of the Schuhfried company. These norms are also available as subsamples separated according to age and gender.
Approx. 8 - 10 minutes