In recent years, online testing systems have become more and more popular, and a lot of research has gone into making them better. Recent studies have examined how to modify testing procedures so that test takers will find them more useful and pleasant. The term “adaptation” refers to the process of modifying something to satisfy user needs. As a result, numerous attempts to build evaluation systems based on the traits of the user, such as their unique skills, habits, and personalities, have been made.
Gamification is a topic we’ve probably heard a lot about, but there is little information out there to explain why it works. By understanding this, it can help to identify motivational methods that might be able to solve the common problems that happen in our company/organization.
The average person enjoys playing games and is willing to spend eight hours per week on their favorite console or device. On the other hand, more than 50% of Millennials and Gen Z play video games, so it is quite clear that games are a universally enjoyable thing for most people. However, the concept of “gamification” means using the enjoyment and pleasure we get from gaming for purposes other than entertainment. Gamification, which believes in adopting game thinking and mechanics in non-game contexts, has been shown to improve engagement levels, improve individual learning, and encourage personal development.
There are many personality theories out there, each of them having unique styles of typology. Let’s take the example of the Big Five personality model, a widely used personality model in the workplace. The Big Five scores are calculated for each of the five different personalities to determine an individual’s personality, and a high score reveals stronger tendencies specific to that personality trait, and the same vice versa. This information can be shown when users interact with an assessment activity in order to finish the task, the system responds with feedback.
According to Jane McGonigal, all games share the following four characteristics: 1) A goal, which is the specific result that the players want to work toward; 2) The rules, which impose restrictions on how players can achieve their goals; 3) a feedback system, which indicates how far along players are in reaching the goal; and 4) Voluntary participation, which necessitates that everyone participating in the game must aware of and be compliant with the rules. This is how gamification effectively encourages users to interact with systems through game-like experiences to finally determine each personality trait. Regarding these characteristics, there are some methods of how to customize the type of game to use for measuring a person’s personality; whether through an online survey, by examining the connections between people’s personality traits and preferences for various gamification features, or to see how people with different personality traits react to motivational affordances in a gamified application over time, just to mention a few. Another example is showing how people can react differently to various participation behaviors depending on their participation activity, and other factors.
If you want to see an example of how personality can be measured through gamification to help your company better understand your employees, then look no further! DEUS Human Capital Service provides a gamified assessment service that can measure not only personality but also competencies and various cognitive aptitudes. Click here for more information about our services.