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Personality RPG - Psychology Test
Project type
Personality Assessment - Business Project
Location
BrainsFirst & University of Amsterdam
Role
Game Designer & Researcher
Play the game for yourself!
https://drive.google.com/drive/folders/1-ET2brWjzbHUcGuqhcJdMyjIWc1F_BAV?usp=drive_link
Detailed Report:
https://drive.google.com/file/d/1B2FEzEBv-UktkwzN34uP5GR06oiI2KU6/view?usp=drive_link
Research Approach:
https://drive.google.com/file/d/1kOx39x_-oQBuuypq9yiLmJ-XJXRpt7nC/view?usp=drive_link
OVERVIEW
BrainsFirst commissioned us, a group of Brain & Cognition Master Students
from the University of Amsterdam to research gamified personality assessment.
The goal is to integrate the mechanics of games; fairness, engagement, etc. with data-backed
personality questionnaires. As personality is a large contributor to the
variance in the performance of employees (Sackett & Wamsley, 2014), BrainsFirsts goal
with this project is in line with their aforementioned business model. As a team, we split our efforts among different solutions to the project. My part was to fully create the working prototype of the game and do all the research and scriptwriting for it.
In short, an experiment was designed to compare the Hexaco-60 to the Situational Judgement Assessment (SJT) in order to see if the SJT is a suitable replacement. This experiment was administered at the University of Amsterdam lab and online to my team and a subsequent team's friends, family, and colleagues. With results from the experiment, a correlation matrix was produced in order to find the highest correlating SJT items for the Hexaco-60 personality traits (taken as averages of 10 questions from each trait). These high-correlating SJT items were then used for the game. A heatmap showing these results can be found in the images of this project.
From there, a gamified personality test was been created using RPG Maker MZ. The game runs for approximately 15-20 minutes. There are six primary questions answered from the SJT: H4, E1, X4, A3, C1, & O1. Five additional SJT questions were coded into the game: E2, H1, C4, X3, & A4. Data collection has been made possible for participant responses by placing 'key items' into the
player's inventory and having the participant take a screenshot of their 'key item' inventory at the end of the game.
The game itself has been titled "Bill's Entrepreneur at BrainsFirst". The theme of the game is a short journey in Bill's professional life. It begins with applying for jobs and then receiving an offer from BrainsFirst. Bill is then met with many tasks and decisions that serve as the gamified questionnaire. The intention was to improve personality quizzes by incorporating more self-immersion into the experience. Additionally, it serves to be an enjoyable experience for participants and a game they
may even become excited to play.
RPG Maker MZ was chosen for this project because of the low programming demand as it was more
logically driven rather than code-driven. The program uses conditional branches and linear events triggered by player touch, layer interaction, or autorun from progressing variables (IE: collecting an item). There were also substantial tutorials, forums, and a helpful community creating plug-ins and usable materials for free or purchase. RPG Maker MZ end products and games can also be exported off of the program and run off of URL alone. If BrainsFirst decides to progress further with this program, it's worth noting that it is compatible with commercial retail and can have its code protected from others obtaining it.


















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