Gamified assessment

Gamified assessment 

Here are some usefuls links that demonstrate the progress of digital assessment over the last fifteen to twenty years:

Unilever gamification; game based assessment; Unilever digital interview

Digital assessments / gamified assessments

Pymetrics has a history of designing digital assessments / gamified assessments for Unilever. Pymetrics develops neuroscience games and leverages bias-free AI for:

  •  Digitalised job matching; and
  • Recruiting high performers (HiPOs)

Like MindX, Pymetrics adopts a more attractive and engaging game-based assessment process which is considerably shorter than traditiona psychometric testing. Twenty minutes of gameplay behaviour with Pymetrics or MindX games will assess high performer potential in specific job roles/industries. MindX focuses on the candidate’s cognitive potential, whilst Pymetrics also offers a range of emotional potential metrics.

Improving Candidate Diversity

In 2017/18 there has been an increasing focus – in both the popular press and the recruitment industry – on removing bias from how applicant women / candidate men are employed.

The use of psychometrics has always been plagued with the inherent bias of verbal reasoning – and increasingly less so – of numerical reasoning tests. Gamified assessment offers AI which can increase applicant pools and machine learning which can monitor and adjust recruitment ratios for gender.

MindX published it’s most widely read blog in early 2018 on predictive hiring bias.

Gamified assessment research

Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational Gamification Vs. Game Based Learning: Comparative Study. International Journal of Innovation, Management and Technology, 7(4), 132–136.

Bittner, J. V. & Schipper, J. (2014). Motivational effects and age differences of gamification in product advertising. Journal of Consumer Marketing, 31(5), 391–400.

DiCerbo, K. E. (2014). Game-based assessment of persistence. Journal of Educational Technology & Society, 17(1), 17-28. Hamari, J., Koivisto, J., & Sarsa, H. (2014, January).

Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. 47th Hawaii International Conference on System Sciences (HICSS), Waikoloa, Hawaii. Hausknecht, J. P., Day, D. V., & Thomas, S. C. (2004).

Scholastic Testing Service, Inc. van Lankveld, G., Spronck, P., van den Herik, J., & Arntz, A. (2011). Games as personality profiling tools. In Computational Intelligence and Games (CIG), 2011 IEEE Conference on (pp. 197-202). IEEE.

Ventura, M., Shute, V., & Zhao, W. (2013). The relationship between video game use and a performance-based measure of persistence. Computers & Education, 60(1), 52-58.

Yee, N., Ducheneaut, N., Nelson, L., & Likarish, P. (2011, May). Introverted elves & conscientious gnomes: the expression of personality in world of warcraft. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 753-762). ACM.

Wohn, D. Y., & Wash, R. (2013). A virtual “Room” with a cue: Detecting personality through spatial customization in a city simulation game. Computers in Human Behavior, 29(1), 155- 159.