As discussed in previous articles, gamified and game-based assessments are particularly suited to mobile devices such as smartphones. Using the inherent capabilities of smartphones, recruiters can access a wider potential talent pool, especially in developing countries such as South Africa where relatively few people have consistent access to laptops or tablets.

In this article, we’ll take a look at some exciting developments in game-based, smartphone-centric assessments from our assessment partner, cut-e (an Aon company).

In using assessment data to make talent decisions, most IO Practitioners are familiar with the basics: construct a test battery that will measure a job profile which in turn is based on the organisation’s competency framework. Once a candidate or candidates have been assessed, collate the results in the form of different test scores, and then find the candidate who best matches the job profile. Sounds simple enough, doesn’t it?

With more Millennials entering the world-of-work, recruiters and potential employers are wary. While the new generation of employees hold exciting promise for dynamic organisations, they also seem somewhat enigmatic and difficult to please.

Are Millennials really that different from previous generations of workers? Do they require more tech-savvy and exciting prospects?

Candidate is king: Why better assessment practices are more important than ever

In our recent series of articles, we’ve explored the basics of gamification as well as some practical applications in the marketplace. In today’s article, let’s take a look at one of the possible reasons (other than available technology) why gamified and multimedia assessments have become such a popular topic of debate amongst IO Practitioners: Candidate experience.

In previous articles, we discussed the basic concepts of gamification and game-based assessments. An important point to recall is that gamification can be seen as lying on a continuum and is therefore not just an on/off application of gaming principles. Instead, assessments vary in the degree to which they apply gaming concepts, from surface-level to more integrated, game-centric applications.

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