“Rally” is a psychometric game that integrates psychometric testing with gaming technology to measure psychological constructs like individual skills, capacities, or characteristics using scientifically robust methods.
The game is based on the Flanker task (Eriksen & Eriksen, 1974), a neuropsychological test commonly used in scientific and psychodiagnostic settings to assess response inhibition. By incorporating game elements, “Rally” aims to motivate and engage candidates, helping them to reach a state of ‘flow’—a level of immersion that reduces awareness of the assessment aspect. This results in a more accurate reflection of the candidate’s best performance. Using gaming technology not only enhances the candidate experience but also allows for a more precise measurement of response inhibition, enabling the collection of more data in a shorter timeframe.
“Rally” measures reaction time and response inhibition.
“Rally” is applicable in contexts where reaction time and/or response inhibition are critical, including both selection and advisory scenarios. Response inhibition is vital for deliberate actions in everyday life and is especially crucial in professions like policing, firefighting, the military, and security, where suppressing impulses is essential. Reaction time is important in roles that require quick responses, such as in the transport sector.
The results section offers insights into performance characteristics based on how the game was played, 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 performance compares to the reference group. Detailed explanations of the reported results, measurement methods, and definitions are provided in subsequent fact sheets.
Developed to assess response inhibition and reaction time, “Rally” is based on the Flanker task and includes game elements such as graphics, levels, rewards, and feedback. The game was refined through three qualitative pilot studies, with key adjustments including a faster increase in difficulty levels based on participant feedback. A usability study ensured the game aligned with the general Dutch workforce. User experience and game interpretation were evaluated through think-aloud and probing interviews with 23 individuals from diverse cultural backgrounds, educational levels, ages, and varying game and computer experience. These insights informed further enhancements, making the game and tutorials accessible to a broad audience.
The reference group consists of data from a sample of 172 individuals, representative of the Dutch labor force in terms of employment status, gender, age, and educational level.
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