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Game-based, video and traditional tests compared

Game-based assessments, video assessments and traditional tests differ in medium and scoring, not automatically in quality. A questionnaire scores answers, a game scores behaviour in a task, a video assessment scores a recorded answer against a rubric. None of the three is inherently more valid. What matters is the validation evidence per construct, the candidate experience for your target group, the cheating risk and the privacy burden.

An assessment is a measurement instrument, not a matter of taste. Yet the choice between a questionnaire, a game and a video question is often made on what looks modern or on what the vendor happens to offer. That is understandable, because the three formats look very different from the outside. On the inside they differ on fewer points than salespeople sometimes suggest, and on other points more.

This article explains what traditional tests, game-based assessments and video-based assessments are, how they are scored, what is known about their validity and reliability, and where the practical trade-offs sit. Those are candidate experience, practice effects, cheating, privacy and ATS integration. It ends with a selection guide per role type.

The three formats differ in medium and scoring, not automatically in quality

It helps to keep three things apart. The construct is what you want to measure, such as cognitive ability, conscientiousness or customer focus. The method is how the candidate does it, by answering questions, playing a task or recording an answer. The scoring is how that behaviour turns into a number or a judgement, through item scores, performance measures or a rating of a transcript and its content.

Traditional tests, game-based assessments and video-based assessments mainly differ in method and scoring. All three can say something about the same construct, for example problem-solving ability. Whether they do so well depends on the design and the evidence, not on the format.

What is a traditional test?

A traditional test usually means a standardised, often written or screen-based test in which the candidate answers fixed questions and the score follows from a fixed key or scale. Four forms stand out among psychometric tests.

  • Personality questionnaires, for example based on the Big Five model, in which the candidate rates on a scale how well statements fit them.
  • Cognitive ability tests with numerical, verbal or abstract reasoning items, usually under time pressure.
  • Knowledge and skills tests, often multiple choice, on subject matter or hard skills.
  • Situational judgement tests (SJTs) with a described work situation and written answer options.

The advantage is that the format is familiar, quick to deploy and relatively simple to implement. Turnaround is short and scoring is fully objective, because the same answers give the same score. There are also decades of research behind it, especially on cognitive tests and personality questionnaires.

The limitations are just as familiar. With self-report, candidates tend to answer in a socially desirable way. Many candidates find the format dull, which can raise drop-off on long questionnaires. And task realism is low. Someone who ticks a statement like "I enjoy working in a team" is not showing any behaviour.

What are game-based assessments?

A game-based assessment (GBA) is an assessment designed as a game or game-like task, in which behaviour and performance in that task are used to measure a construct. The scientific literature draws an important distinction here. Landers and Sanchez (2022) describe in the International Journal of Selection and Assessment (DOI 10.1111/ijsa.12376) three concepts that often get mixed up in practice.

  • Game-based assessment, where the assessment itself is a game or game-like task.
  • Gamification, where game elements such as points, progress bars or rewards are added to an existing assessment, such as a questionnaire.
  • Gameful design, where the assessment is designed to give a game-like experience without being a full game.

The difference is not a detail. A questionnaire with a progress bar is gamification and still measures through self-report. A puzzle task in which the candidate tries out strategies and whose performance is scored is a GBA and measures through behaviour. The Landers and Sanchez article explicitly ties definitions to design and validation. A game environment does not make a measurement valid by itself.

Mechanics and what they measure

Typical mechanics are short levels, timers, feedback, strategic choices and puzzle-like problems. What they measure depends on the design.

  • Cognitive skills through reasoning or memory tasks, as an alternative to a classic ability test.
  • Behavioural indicators, such as how someone deals with risk, time pressure or incomplete information.
  • Choice-based situations related to SJTs, but presented more interactively.

Watch the terminology. A swipeable interface for personality questions is a different user experience for a questionnaire. As long as the score still comes from self-reported answers, it is not a GBA in the strict sense. Selection Lab offers several modalities side by side (questionnaire, avatar, swipeable and games), precisely because the right form differs per target group and role.

What to ask a vendor

Ask which constructs the game claims to measure, which theory the design rests on, what validation evidence exists (including for your target group) and how faking and learning effects are handled. A vendor who only talks about candidate enjoyment is not answering the first question.

What are video-based assessments?

A video-based assessment is an asynchronous assessment in which candidates record video or audio answers to predetermined, standardised questions at a moment of their choosing. It is also called a one-way video interview. No recruiter is present live, which saves scheduling.

The term covers two different things.

  1. Human rating of the recording or the transcript, using a structured scoring scheme.
  2. AI-assisted scoring, where the answer is converted to text and analysed against a competency rubric with natural language processing (NLP).

HireVue describes in its whitepaper "The Next Generation of Assessments" that since 2015 it has used AI to replace closed questionnaire items in psychometric assessments with open interview questions. That illustrates the idea behind the second variant. Measure behaviour and communication through what someone says, rather than through what someone ticks about themselves.

What AI should and should not do

In a responsible setup, AI scores on explicit criteria such as communication, problem approach or customer focus, and it summarises and prioritises answers. The decision stays with a human. That is not just good practice. Article 22 of the GDPR restricts decisions based solely on automated processing, and AI systems for recruitment and selection fall under the high-risk category of the EU AI Act. A detailed explanation of how such a setup works is in this article on AI-powered video assessments.

Privacy and transparency

Video and audio are personal data, and a candidate's voice and face reveal more than an answer key. So ask about the following.

  • The legal basis and consent per processing purpose.
  • Retention periods and the right of access and erasure.
  • A data processing agreement.
  • Where the data is stored.

Selection Lab states that it aligns with the EU AI Act and the GDPR, stores personal data in Frankfurt and uses local language models to strip personal information from conversations. It is wise to request such claims as documentation in every selection process. Whether a DPIA is required is covered in the article on DPIAs for AI assessments.

Comparison of what they measure and how reliable that is

FeatureTraditional testGame-based assessmentVideo-based assessment
MethodAnswering questionsPerforming a game-like taskRecording an open answer
ScoringItem scores and norm groupsPerformance and behavioural measuresRubric, by human or NLP
Typical constructsPersonality, cognition, knowledgeCognition, behavioural indicatorsCommunication, competencies, motivation
Task realismLow to mediumMedium to highMedium (verbal behaviour)
Reliability depends onInternal consistency, test-retestStability of performance across attemptsInter-rater agreement or model consistency
Main riskSocially desirable answers, practiceLearning effects, unequal gaming experiencePrepared or scripted answers, camera discomfort
Privacy burdenLowMediumHigh

Validity requires evidence per construct

None of the three formats is inherently more valid than the others. Validity consists of three kinds of evidence. Content validity (does the measurement cover the relevant domain?), construct validity (does it measure what it claims to measure?) and criterion validity (does it predict later performance?). Landers and Sanchez stress that this has to be validated for GBAs too. A game that is fun but not linked to performance data gives false certainty.

The frame of reference remains the review literature. The classic meta-analysis by Schmidt and Hunter (1998) found high predictive values for cognitive tests, work samples and structured interviews. Sackett, Zhang, Berry and Lievens (2022) corrected those figures in the Journal of Applied Psychology and arrived at a lower but still clear predictive value, with the structured interview on top (around .42) and cognitive tests lower (around .31). The lesson is not which method wins. Structured, job-relevant measurement from multiple sources predicts better than separate components. More on what makes a measurement reliable and valid is in the article on what makes skill tests reliable and valid.

Reliability looks different per format

For questionnaires you look at internal consistency and test-retest reliability. For video it is inter-rater agreement (two people score the same answer) or model consistency (the same text gives the same score). For games it is the stability of performance across attempts, which can decline through learning effects.

Error sources the format does not solve

  • An AI model trained on a specific rubric can overfit on phrasing and generalise poorly to another role.
  • Keyword-based scoring rewards candidates who use the right terms, not those who reason best.
  • A game can favour candidates with gaming experience, and a video question can favour candidates who speak fluently in the language of the vacancy.
  • A model validated for one role or population is not automatically suitable for another.

So ask for adverse impact analyses per relevant group and context. A vendor who cannot show them has either not measured it or is not showing it.

Candidate experience affects drop-off, but the effect depends on the target group

An assessment nobody finishes measures nothing. Candidate experience therefore directly determines how much usable data you get and what impression candidates keep of you as an employer.

It is often said that candidates prefer gamified assessments. That is plausible, but the sources making the claim are mostly vendor blogs without independent evidence. Treat such claims as a hypothesis. Measuring it yourself is better. Selection Lab reports an NPS of +61 in a pilot with three game-based assessments and links game-based assessments to 27% fewer drop-offs in its client cases (March 2025). The background is in the article on game-based assessments candidates actually enjoy. These are results from one vendor in specific contexts, not a general law.

Each format has pros and cons.

  • Traditional. Predictable and fast, but long questionnaires can be tiring. Some candidates experience them as impersonal.
  • Game-based. Can be motivating, especially for groups with little affinity for long text-based forms. For other groups, for example experienced professionals, "playful" can come across as not serious.
  • Video-based. Asynchronous and therefore flexible in timing, with no waiting for a slot. For many candidates recording themselves does feel stressful, and access to a camera and stable internet is not a given.

In any case, measure completion rate, time to complete, perceived fairness (self-reported) and qualitative feedback, and split them by job group and channel. That is how you find out whether a format unintentionally creates a barrier for a subgroup.

Practice effects and cheating call for design, not trust

Every format can be manipulated, but in a different way.

Traditional tests can be practised, and with self-report faking is easy because the candidate can guess what is wanted. Games are harder to fake because the score comes from behaviour, but learning effects exist and whoever played the game before has a head start. Selection Lab covers this distinction in the article on game-based assessments versus questionnaires. Harder to fake, not immune. With video, answers can be prepared or read aloud.

The arrival of generative AI increases this risk for every format with written or spoken answers. In a blind study described by Selection Lab, 94% of AI-generated answers went undetected. The article on candidates using ChatGPT in assessments shows which formats are most vulnerable.

A common measure is proctoring, recording camera, audio and screen during the assessment. Selection Lab offers this with the candidate's explicit consent, to flag the use of tools such as ChatGPT and to discourage cheating because the recording is visible. Such measures have a price. They touch on privacy and can lower the completion rate. So weigh what fits the role. For a senior position stricter control is defensible. For volume hiring a lighter approach may fit better.

Always ask a vendor how cheating is limited, how that is communicated to candidates and on what legal basis the recordings are processed.

Which type suits which role?

Base the choice on five questions.

  1. Which construct do you want to measure, and is there evidence for it?
  2. How many candidates do you expect, and how much rating capacity does your team have?
  3. Which candidate experience suits your target group?
  4. How fast do you need to decide?
  5. How does it fit into your ATS and your privacy framework?

What follows is a framework, not a hard rule.

Volume hiring and operational roles (for example warehouse and logistics). Short game-based or interactive assessments, complemented by a quick pre-screening. The goal is a low barrier and little drop-off. Selection Lab connects SmartChat to the funnel for this, which according to its own material responds to every candidate within 10 seconds via WhatsApp or web chat and automates follow-up actions such as scheduling an appointment.

Roles with a strong communication or behavioural component (customer contact, sales, advisory). A video-based assessment with a fixed set of questions and a transparent scoring scheme, preferably with human review alongside AI support.

Roles with clear knowledge or task requirements (legal, financial, technical). Knowledge and skills tests or work samples. A game can complement these as a measure of analytical ability, but it does not replace the subject matter. An overview of the options is in the article on different types of skill tests.

A combination is almost always better than a single method. Using several sources on the same candidate (triangulation) reduces the risk that one format or one blind spot decides the outcome. Working on one platform instead of separate tools prevents candidates from entering their details three times and results from failing to come together in the ATS. Selection Lab works through native ATS integrations, so candidates and reports stay visible in the existing environment, and quotes a go-live of 2 to 10 weeks, including an adoption phase.

Choose on evidence per construct, and combine formats

The three formats differ in three respects. The first is the medium, a questionnaire, a game-like task or a recorded answer. The second is the scoring, item scores, performance measures or a rubric applied by a human or a model. The third is the set of trade-offs that comes with each, namely privacy burden, vulnerability to cheating and implementation effort.

The practical advice is to select on validation evidence per construct and on fit with your process, not on how modern something looks. A traditional test is still a perfectly good choice for fixed knowledge and ability. A game-based assessment can be a more task-realistic, less fakeable addition for cognitive and behavioural components. A video-based assessment adds insight into communication and motivation. Human judgement, explainable scores and openness towards candidates are the conditions for trust with all three, among candidates and among hiring managers.

A sensible next step is to record per job family which constructs really predict success, and only then choose the format that measures them best. Whoever does it the other way round buys a format first and looks for a reason afterwards.

Frequently asked questions

What is the difference between a game-based assessment and a gamified test?

A game-based assessment is itself a game or game-like task, and the score comes from the candidate's behaviour and performance in that task. A gamified test is an existing assessment, usually a questionnaire, with game elements such as points or progress bars added. It still measures through self-report.

Are game-based assessments more valid than traditional tests?

Not by default. Validity has to be shown per construct, through content, construct and criterion evidence. A game that is fun but not linked to performance data gives false certainty. Ask the vendor for validation evidence for your target group.

Are video assessments allowed under the GDPR and the EU AI Act?

Yes, with conditions. Video and audio are personal data, so you need a legal basis, retention periods, a data processing agreement and clarity on storage location. AI may score and summarise, but under Article 22 of the GDPR the decision cannot rest solely on automated processing, and recruitment AI is high-risk under the EU AI Act.

Which assessment format is hardest to cheat on?

Game-based assessments are harder to fake than questionnaires because the score comes from behaviour, but they are not immune to learning effects. Video answers can be prepared or read aloud, and generative AI raises the risk for every format with written or spoken answers. Combine formats and ask vendors how they detect and discourage cheating.

FAQ

Can game-based assessments promote diversity in the hiring process?

Yes, game-based assessments can support diversity by focusing on skills and behaviors rather than traditional criteria like résumés, which may contain unconscious biases. This gives candidates from diverse backgrounds a fairer chance to demonstrate their potential.

What is a game-based assessment?

A game-based assessment is a method that uses game mechanics to evaluate a candidate’s skills, competencies, and personality traits. While playing these games, candidates are assessed on aspects like problem-solving, cognitive ability, and behavior under pressure in an interactive way.

What are the advantages of game-based assessments?

Game-based assessments offer a more engaging and interactive experience for candidates, which can lead to a more positive perception of the hiring process—especially among certain groups. For employers, they provide deeper insights into both cognitive and behavioral traits, which traditional tests may miss. They also reduce the chance of socially desirable answers, as candidates tend to respond more authentically in a game environment.

How reliable are game-based assessments compared to traditional tests?

When well-designed, game-based assessments can be just as reliable—or even more reliable—than traditional tests. They assess a wide range of behaviors and cognitive abilities in a dynamic setting. However, the quality of these assessments varies greatly, so careful evaluation is essential.

How does a game-based assessment work?

Candidates participate in interactive games designed to measure specific skills and behaviors. Evaluation goes beyond just the final score—it also considers how the candidate makes decisions, handles challenges, and responds to different scenarios. These insights reveal underlying thought processes and behavioral patterns.

Are game-based assessments scientifically validated?

The main drawback is that many game-based assessments are relatively new and have not yet been extensively researched by independent academics. Providers often cite their own research, which is rarely externally validated. Without independent studies, the reliability of these assessments remains uncertain—something to keep in mind when selecting one.

How can game based assessments contribute to a better candidate experience

This can vary significantly by audience. The playful, interactive nature of game-based assessments can lower stress levels for some candidates compared to traditional tests. However, research shows that certain groups, especially those over 35, may find them more stressful. Men also tend to rate the experience more positively than women.

Can you practice game-based assessment?

You can familiarize yourself with the style of games used, but it’s difficult to "practice" for them in a traditional sense. These assessments are designed to measure natural reactions and authentic behavior, so repeated practice typically has less effect on performance than with traditional tests.

Will game-based assessments replace traditional tests in the future?

It’s likely that game-based assessments will become more common in hiring processes, but they probably won’t fully replace traditional tests. Both approaches have value and can complement each other depending on the role and the company’s needs.

How are the results of a game-based assessment analyzed?

Results are analyzed based on predefined criteria such as problem-solving ability, reaction time, and behavior under pressure. Advanced algorithms collect and interpret this data to provide a reliable, objective evaluation of a candidate’s strengths.

What kind of skills do game-based assessments measure?

They assess a wide range of abilities, including problem-solving, adaptability, decision-making under pressure, teamwork, and emotional intelligence. Depending on the design, they may also evaluate cognitive skills like memory, attention, and pattern recognition.

How long does a game-based assessment take?

Typically, these assessments last between 15 and 60 minutes, depending on the game’s complexity and the number of skills being tested. They’re usually shorter and more engaging than traditional assessments, making for a smoother candidate experience.

Are game-based assessments suitable for all roles?

They are especially effective for roles that require flexibility, creativity, problem-solving, and strong interpersonal skills. For highly technical or specialized roles, additional assessments may be needed to measure specific knowledge.

What’s the difference between a game-based and a gamified assessment?

A gamified assessment adds game-like elements (such as points or rewards) to a traditional test to increase engagement. A game-based assessment, on the other hand, is a standalone game designed specifically to evaluate certain competencies. The game itself is the primary evaluation tool, not just an enhancement.

FAQ

How can I improve my company’s retention rate?

The retention rate can be improved by investing in employee development and satisfaction. This includes offering training, career opportunities, and recognition for their contributions. A culture of open communication and attention to work-life balance can also contribute to higher retention. Additionally, offering competitive compensation and involving employees in decision-making can strengthen loyalty.

What are the benefits of growth opportunities for employee retention?

Growth opportunities can promote employee retention by giving staff a sense of direction and motivation. When they have the chance to learn and develop professionally within the company, they feel valued, which increases their loyalty. This can prevent them from leaving to seek better opportunities elsewhere. kunnen het behoud van personeel bevorderen door medewerkers een gevoel van richting en motivatie te geven. Wanneer zij de kans krijgen om te leren en zich professioneel te ontwikkelen binnen het bedrijf, voelen zij zich gewaardeerd, wat hun loyaliteit vergroot. Dit kan voorkomen dat ze vertrekken om elders betere kansen te zoeken.

What are the key factors that influence employee retention?

Key factors that influence employee retention include salary and benefits, opportunities for professional development, work-life balance, company culture, and the relationship with supervisors. Employees tend to stay longer when they feel valued, challenged, and supported in their work environment.

Why is employee retention so important for organizations?

Employee retention is important because it helps reduce recruitment and training costs for new employees, and it contributes to retaining knowledge and experience within the organization. High retention also ensures continuity within teams, leading to a more stable company culture, higher customer satisfaction, and improved business outcomes.

Which recruitment strategies help improve retention?

Recruitment strategies that can improve retention include identifying candidates who align with the company culture, using assessments to evaluate soft skills, and providing transparency about role expectations during the hiring process. Employees who feel connected to the organization and have clarity about their role are more likely to stay longer.

How can a good onboarding process contribute to higher retention?

An effective onboarding process can contribute to higher retention by helping new employees quickly adapt to their role, the company culture, and expectations. By providing support and clear information from the start, their engagement is increased, and the likelihood of them leaving early due to feelings of being overwhelmed or lacking guidance is reduced.

What is the role of company culture in retaining employees?

Company culture plays a crucial role in employee retention. When employees feel heard, valued, and connected to the values and norms of the company, they are more likely to stay. A positive culture that fosters collaboration, respect, and personal growth can significantly enhance employee motivation and satisfaction.

How can leadership and management style influence retention?

Leadership and management style have a significant impact on retention. Leaders who inspire, support, and coach their team can increase employee engagement and satisfaction. Offering autonomy and trust can lead to higher loyalty, while inefficient or negative management styles can contribute to dissatisfaction and increased employee turnover.

What is the importance of recognition and rewards for employee retention?

Recognition and rewards play an important role in employee retention by showing staff that their work is valued. This can increase their motivation and loyalty. In addition to financial rewards, compliments, promotions, and other forms of recognition can also contribute to satisfaction and retaining employees.

What role does work-life balance play in improving retention?

A balanced work-life balance plays an important role in increasing retention. By reducing stress and improving job satisfaction, employees are more likely to stay with the company. Initiatives such as flexible working hours, remote work options, and respect for personal time can contribute to this balance.

What does increasing retention mean within a company?

Increasing retention within a company means implementing strategies to keep employees with the organization for longer. This can be achieved by improving job satisfaction, offering growth opportunities, and fostering a positive and supportive company culture.

How do I measure the success of my retention strategy?

The success of a retention strategy can be measured by tracking retention rates and turnover rates, and by gaining insights from exit interviews. Additionally, employee satisfaction surveys and feedback from performance evaluations can provide valuable information about the effectiveness of the strategies applied.

What are the costs of a low retention rate?

A low retention rate can bring significant costs, such as increased expenses for recruiting and training new employees. Furthermore, the loss of experienced staff can lead to lower productivity, reduced knowledge transfer, and a negative impact on company culture.

How can I increase employee engagement?

To increase employee engagement, involve them in decision-making processes, regularly ask for their feedback, and recognize their contributions. Offering development opportunities and maintaining transparent communication can also contribute to greater engagement.

How can technology help improve employee retention?

Technology can be a tool for improving employee retention by facilitating communication, feedback, and development. By using online platforms for training, recognition, and evaluation, companies can create a more engaged and satisfied workforce.

FAQ

How long does it take to complete the tool?

Less than 10 minutes. You’ll answer 30 guided questions and get a summary of what to look for in your next assessment platform.

Can this checklist help me compare assessment providers?

Yes. By clarifying what matters most to your team, it makes comparing providers' features, pricing, and strengths much easier and more strategic.

How can I use this checklist if I’m not doing a formal RFI?

It’s equally valuable for internal evaluations, exploring new tools, or improving your current hiring process even if you’re not issuing an RFI or RFQ.

What should I look for in a modern assessment tool?

Prioritize platforms with user-friendly design, mobile compatibility, strong analytics, ATS integrations, and inclusive features like neurodiversity support.

What types of assessments should I consider in 2025?

Leading tools combine cognitive testing, situational judgment tests (SJTs), behavior assessments, and predictive AI to evaluate candidates more holistically.

Who should use an assessment checklist?

HR professionals, hiring managers, and procurement teams evaluating pre-selection solutions, especially those comparing AI-powered or compliance-driven assessment platforms.

How does this checklist help with RFIs and RFQs for assessments?

The checklist helps you define your exact requirements so you can confidently draft or respond to Requests for Information (RFI) or Requests for Quotation (RFQ) for assessment tools.

What is an assessment tool in hiring?

An assessment tool evaluates candidates’ skills, behaviors, and fit during the recruitment process. It helps improve hiring decisions and streamline pre-selection.

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Game-based, video and traditional tests compared

Compare game-based and video assessments with traditional tests on validity, reliability, cheating risk and privacy. Includes a selection guide per role type.
Joeri Everaers
COO
Read time: Approx
4 min

Game-based assessments, video assessments and traditional tests differ in medium and scoring, not automatically in quality. A questionnaire scores answers, a game scores behaviour in a task, a video assessment scores a recorded answer against a rubric. None of the three is inherently more valid. What matters is the validation evidence per construct, the candidate experience for your target group, the cheating risk and the privacy burden.

An assessment is a measurement instrument, not a matter of taste. Yet the choice between a questionnaire, a game and a video question is often made on what looks modern or on what the vendor happens to offer. That is understandable, because the three formats look very different from the outside. On the inside they differ on fewer points than salespeople sometimes suggest, and on other points more.

This article explains what traditional tests, game-based assessments and video-based assessments are, how they are scored, what is known about their validity and reliability, and where the practical trade-offs sit. Those are candidate experience, practice effects, cheating, privacy and ATS integration. It ends with a selection guide per role type.

The three formats differ in medium and scoring, not automatically in quality

It helps to keep three things apart. The construct is what you want to measure, such as cognitive ability, conscientiousness or customer focus. The method is how the candidate does it, by answering questions, playing a task or recording an answer. The scoring is how that behaviour turns into a number or a judgement, through item scores, performance measures or a rating of a transcript and its content.

Traditional tests, game-based assessments and video-based assessments mainly differ in method and scoring. All three can say something about the same construct, for example problem-solving ability. Whether they do so well depends on the design and the evidence, not on the format.

What is a traditional test?

A traditional test usually means a standardised, often written or screen-based test in which the candidate answers fixed questions and the score follows from a fixed key or scale. Four forms stand out among psychometric tests.

  • Personality questionnaires, for example based on the Big Five model, in which the candidate rates on a scale how well statements fit them.
  • Cognitive ability tests with numerical, verbal or abstract reasoning items, usually under time pressure.
  • Knowledge and skills tests, often multiple choice, on subject matter or hard skills.
  • Situational judgement tests (SJTs) with a described work situation and written answer options.

The advantage is that the format is familiar, quick to deploy and relatively simple to implement. Turnaround is short and scoring is fully objective, because the same answers give the same score. There are also decades of research behind it, especially on cognitive tests and personality questionnaires.

The limitations are just as familiar. With self-report, candidates tend to answer in a socially desirable way. Many candidates find the format dull, which can raise drop-off on long questionnaires. And task realism is low. Someone who ticks a statement like "I enjoy working in a team" is not showing any behaviour.

What are game-based assessments?

A game-based assessment (GBA) is an assessment designed as a game or game-like task, in which behaviour and performance in that task are used to measure a construct. The scientific literature draws an important distinction here. Landers and Sanchez (2022) describe in the International Journal of Selection and Assessment (DOI 10.1111/ijsa.12376) three concepts that often get mixed up in practice.

  • Game-based assessment, where the assessment itself is a game or game-like task.
  • Gamification, where game elements such as points, progress bars or rewards are added to an existing assessment, such as a questionnaire.
  • Gameful design, where the assessment is designed to give a game-like experience without being a full game.

The difference is not a detail. A questionnaire with a progress bar is gamification and still measures through self-report. A puzzle task in which the candidate tries out strategies and whose performance is scored is a GBA and measures through behaviour. The Landers and Sanchez article explicitly ties definitions to design and validation. A game environment does not make a measurement valid by itself.

Mechanics and what they measure

Typical mechanics are short levels, timers, feedback, strategic choices and puzzle-like problems. What they measure depends on the design.

  • Cognitive skills through reasoning or memory tasks, as an alternative to a classic ability test.
  • Behavioural indicators, such as how someone deals with risk, time pressure or incomplete information.
  • Choice-based situations related to SJTs, but presented more interactively.

Watch the terminology. A swipeable interface for personality questions is a different user experience for a questionnaire. As long as the score still comes from self-reported answers, it is not a GBA in the strict sense. Selection Lab offers several modalities side by side (questionnaire, avatar, swipeable and games), precisely because the right form differs per target group and role.

What to ask a vendor

Ask which constructs the game claims to measure, which theory the design rests on, what validation evidence exists (including for your target group) and how faking and learning effects are handled. A vendor who only talks about candidate enjoyment is not answering the first question.

What are video-based assessments?

A video-based assessment is an asynchronous assessment in which candidates record video or audio answers to predetermined, standardised questions at a moment of their choosing. It is also called a one-way video interview. No recruiter is present live, which saves scheduling.

The term covers two different things.

  1. Human rating of the recording or the transcript, using a structured scoring scheme.
  2. AI-assisted scoring, where the answer is converted to text and analysed against a competency rubric with natural language processing (NLP).

HireVue describes in its whitepaper "The Next Generation of Assessments" that since 2015 it has used AI to replace closed questionnaire items in psychometric assessments with open interview questions. That illustrates the idea behind the second variant. Measure behaviour and communication through what someone says, rather than through what someone ticks about themselves.

What AI should and should not do

In a responsible setup, AI scores on explicit criteria such as communication, problem approach or customer focus, and it summarises and prioritises answers. The decision stays with a human. That is not just good practice. Article 22 of the GDPR restricts decisions based solely on automated processing, and AI systems for recruitment and selection fall under the high-risk category of the EU AI Act. A detailed explanation of how such a setup works is in this article on AI-powered video assessments.

Privacy and transparency

Video and audio are personal data, and a candidate's voice and face reveal more than an answer key. So ask about the following.

  • The legal basis and consent per processing purpose.
  • Retention periods and the right of access and erasure.
  • A data processing agreement.
  • Where the data is stored.

Selection Lab states that it aligns with the EU AI Act and the GDPR, stores personal data in Frankfurt and uses local language models to strip personal information from conversations. It is wise to request such claims as documentation in every selection process. Whether a DPIA is required is covered in the article on DPIAs for AI assessments.

Comparison of what they measure and how reliable that is

FeatureTraditional testGame-based assessmentVideo-based assessment
MethodAnswering questionsPerforming a game-like taskRecording an open answer
ScoringItem scores and norm groupsPerformance and behavioural measuresRubric, by human or NLP
Typical constructsPersonality, cognition, knowledgeCognition, behavioural indicatorsCommunication, competencies, motivation
Task realismLow to mediumMedium to highMedium (verbal behaviour)
Reliability depends onInternal consistency, test-retestStability of performance across attemptsInter-rater agreement or model consistency
Main riskSocially desirable answers, practiceLearning effects, unequal gaming experiencePrepared or scripted answers, camera discomfort
Privacy burdenLowMediumHigh

Validity requires evidence per construct

None of the three formats is inherently more valid than the others. Validity consists of three kinds of evidence. Content validity (does the measurement cover the relevant domain?), construct validity (does it measure what it claims to measure?) and criterion validity (does it predict later performance?). Landers and Sanchez stress that this has to be validated for GBAs too. A game that is fun but not linked to performance data gives false certainty.

The frame of reference remains the review literature. The classic meta-analysis by Schmidt and Hunter (1998) found high predictive values for cognitive tests, work samples and structured interviews. Sackett, Zhang, Berry and Lievens (2022) corrected those figures in the Journal of Applied Psychology and arrived at a lower but still clear predictive value, with the structured interview on top (around .42) and cognitive tests lower (around .31). The lesson is not which method wins. Structured, job-relevant measurement from multiple sources predicts better than separate components. More on what makes a measurement reliable and valid is in the article on what makes skill tests reliable and valid.

Reliability looks different per format

For questionnaires you look at internal consistency and test-retest reliability. For video it is inter-rater agreement (two people score the same answer) or model consistency (the same text gives the same score). For games it is the stability of performance across attempts, which can decline through learning effects.

Error sources the format does not solve

  • An AI model trained on a specific rubric can overfit on phrasing and generalise poorly to another role.
  • Keyword-based scoring rewards candidates who use the right terms, not those who reason best.
  • A game can favour candidates with gaming experience, and a video question can favour candidates who speak fluently in the language of the vacancy.
  • A model validated for one role or population is not automatically suitable for another.

So ask for adverse impact analyses per relevant group and context. A vendor who cannot show them has either not measured it or is not showing it.

Candidate experience affects drop-off, but the effect depends on the target group

An assessment nobody finishes measures nothing. Candidate experience therefore directly determines how much usable data you get and what impression candidates keep of you as an employer.

It is often said that candidates prefer gamified assessments. That is plausible, but the sources making the claim are mostly vendor blogs without independent evidence. Treat such claims as a hypothesis. Measuring it yourself is better. Selection Lab reports an NPS of +61 in a pilot with three game-based assessments and links game-based assessments to 27% fewer drop-offs in its client cases (March 2025). The background is in the article on game-based assessments candidates actually enjoy. These are results from one vendor in specific contexts, not a general law.

Each format has pros and cons.

  • Traditional. Predictable and fast, but long questionnaires can be tiring. Some candidates experience them as impersonal.
  • Game-based. Can be motivating, especially for groups with little affinity for long text-based forms. For other groups, for example experienced professionals, "playful" can come across as not serious.
  • Video-based. Asynchronous and therefore flexible in timing, with no waiting for a slot. For many candidates recording themselves does feel stressful, and access to a camera and stable internet is not a given.

In any case, measure completion rate, time to complete, perceived fairness (self-reported) and qualitative feedback, and split them by job group and channel. That is how you find out whether a format unintentionally creates a barrier for a subgroup.

Practice effects and cheating call for design, not trust

Every format can be manipulated, but in a different way.

Traditional tests can be practised, and with self-report faking is easy because the candidate can guess what is wanted. Games are harder to fake because the score comes from behaviour, but learning effects exist and whoever played the game before has a head start. Selection Lab covers this distinction in the article on game-based assessments versus questionnaires. Harder to fake, not immune. With video, answers can be prepared or read aloud.

The arrival of generative AI increases this risk for every format with written or spoken answers. In a blind study described by Selection Lab, 94% of AI-generated answers went undetected. The article on candidates using ChatGPT in assessments shows which formats are most vulnerable.

A common measure is proctoring, recording camera, audio and screen during the assessment. Selection Lab offers this with the candidate's explicit consent, to flag the use of tools such as ChatGPT and to discourage cheating because the recording is visible. Such measures have a price. They touch on privacy and can lower the completion rate. So weigh what fits the role. For a senior position stricter control is defensible. For volume hiring a lighter approach may fit better.

Always ask a vendor how cheating is limited, how that is communicated to candidates and on what legal basis the recordings are processed.

Which type suits which role?

Base the choice on five questions.

  1. Which construct do you want to measure, and is there evidence for it?
  2. How many candidates do you expect, and how much rating capacity does your team have?
  3. Which candidate experience suits your target group?
  4. How fast do you need to decide?
  5. How does it fit into your ATS and your privacy framework?

What follows is a framework, not a hard rule.

Volume hiring and operational roles (for example warehouse and logistics). Short game-based or interactive assessments, complemented by a quick pre-screening. The goal is a low barrier and little drop-off. Selection Lab connects SmartChat to the funnel for this, which according to its own material responds to every candidate within 10 seconds via WhatsApp or web chat and automates follow-up actions such as scheduling an appointment.

Roles with a strong communication or behavioural component (customer contact, sales, advisory). A video-based assessment with a fixed set of questions and a transparent scoring scheme, preferably with human review alongside AI support.

Roles with clear knowledge or task requirements (legal, financial, technical). Knowledge and skills tests or work samples. A game can complement these as a measure of analytical ability, but it does not replace the subject matter. An overview of the options is in the article on different types of skill tests.

A combination is almost always better than a single method. Using several sources on the same candidate (triangulation) reduces the risk that one format or one blind spot decides the outcome. Working on one platform instead of separate tools prevents candidates from entering their details three times and results from failing to come together in the ATS. Selection Lab works through native ATS integrations, so candidates and reports stay visible in the existing environment, and quotes a go-live of 2 to 10 weeks, including an adoption phase.

Choose on evidence per construct, and combine formats

The three formats differ in three respects. The first is the medium, a questionnaire, a game-like task or a recorded answer. The second is the scoring, item scores, performance measures or a rubric applied by a human or a model. The third is the set of trade-offs that comes with each, namely privacy burden, vulnerability to cheating and implementation effort.

The practical advice is to select on validation evidence per construct and on fit with your process, not on how modern something looks. A traditional test is still a perfectly good choice for fixed knowledge and ability. A game-based assessment can be a more task-realistic, less fakeable addition for cognitive and behavioural components. A video-based assessment adds insight into communication and motivation. Human judgement, explainable scores and openness towards candidates are the conditions for trust with all three, among candidates and among hiring managers.

A sensible next step is to record per job family which constructs really predict success, and only then choose the format that measures them best. Whoever does it the other way round buys a format first and looks for a reason afterwards.

Frequently asked questions

What is the difference between a game-based assessment and a gamified test?

A game-based assessment is itself a game or game-like task, and the score comes from the candidate's behaviour and performance in that task. A gamified test is an existing assessment, usually a questionnaire, with game elements such as points or progress bars added. It still measures through self-report.

Are game-based assessments more valid than traditional tests?

Not by default. Validity has to be shown per construct, through content, construct and criterion evidence. A game that is fun but not linked to performance data gives false certainty. Ask the vendor for validation evidence for your target group.

Are video assessments allowed under the GDPR and the EU AI Act?

Yes, with conditions. Video and audio are personal data, so you need a legal basis, retention periods, a data processing agreement and clarity on storage location. AI may score and summarise, but under Article 22 of the GDPR the decision cannot rest solely on automated processing, and recruitment AI is high-risk under the EU AI Act.

Which assessment format is hardest to cheat on?

Game-based assessments are harder to fake than questionnaires because the score comes from behaviour, but they are not immune to learning effects. Video answers can be prepared or read aloud, and generative AI raises the risk for every format with written or spoken answers. Combine formats and ask vendors how they detect and discourage cheating.