“Blocks” is a psychometric game that combines elements of psychometric testing with game technology, measuring psychological constructs like individual skills, capacities, or traits. It uses scientifically validated methods to assess these constructs accurately.
The game is based on the Tower of London neuropsychological test (Shallice, 1982), which is commonly used in scientific and psychodiagnostic settings to measure planning skills—a key cognitive function. By incorporating game elements, “Blocks” enhances candidate engagement and motivation, allowing them to enter a state of “flow,” where the focus is on gameplay rather than the assessment aspect. This immersion leads to a better reflection of the candidate’s optimal performance. Using game technology not only improves the candidate experience but also allows for more precise measurement of planning skills, collecting extensive data in a shorter time frame.
“Blocks” assesses spatial planning skills, which involve understanding the steps necessary to reach a specific goal. The key underlying abilities measured include:
“Blocks” is applicable in various contexts where planning skills are critical, including both selection and advisory scenarios. These skills are essential for handling non-routine tasks, as each new task or project demands the development of a plan. Successful completion requires identifying the necessary steps, organizing them in the correct order, and carrying them out effectively.
Results offer insights into performance characteristics based on gameplay, expressed as sten scores. Sten scores are standardized, with an average of 5.5 and a standard deviation of 2, indicating how the candidate's scores compare to the reference group. Detailed information on the reported results, measurement methods, and definitions are provided in the subsequent fact sheets.
The game builds on the Tower of London test, enriched with game elements such as graphics, levels, rewards, and feedback. Five psychologists and one game developer collaborated in creating and evaluating the tasks. Feedback from participants in three qualitative pilot studies was used to refine the game and tasks. A usability study was conducted to ensure the game aligned with the general Dutch workforce. Interviews with 23 individuals from diverse cultural, educational, and experiential backgrounds were used to analyze user experience and game interpretation. The findings led to further enhancements, making the game and tutorials accessible to a broad audience.
The current reference group is based on research data from a sample of 183 individuals, representative of the Dutch workforce in terms of employment status, gender, age, and educational level.
Shallice, T. (1982). Specific impairments of planning. Philosophical Transactions of the Royal Society of London Series B: Biological Sciences, 298, 199–209. doi:10.1098/rstb.1982.0082