Game-based assessments (GBAs) use games to evaluate knowledge, skills, abilities, and other characteristics (KSAOs). While research on their... Show moreGame-based assessments (GBAs) use games to evaluate knowledge, skills, abilities, and other characteristics (KSAOs). While research on their effectiveness is growing, little is known about how well game data can measure team-based constructs. This research is the first to systematically evaluate the validity of a team game-based assessment (TGBA) using a commercially available digital escape room. Guided by the Evidence-Centered Design (ECD) framework, relevant game metrics were identified, mapped to theoretical constructs of team processes, and tested against survey-based measures. Two studies were conducted to evaluate content, construct, and criterion validity. Study 1 used a Q-sort with expert judgments to establish content validity, confirming alignment between in-game behaviors and theoretical dimensions of team process such as transition, action and interpersonal team processes. Study 2 analyzed archival data from 26 teams' game logs, providing partial support for construct validity through significant correlations between game-based and survey-based measures of action and interpersonal team processes. Although the predictive power for team performance and team member satisfaction was limited, likely due to sample size, game design, and contextual factors, the results suggest that reverse-engineering existing games offers a feasible and cost-effective alternative to the time-consuming process of developing new games for assessment, particularly for low-risk scenarios. This research lays the foundation for future TGBA research and highlights the potential for future applications. Show less