Gamification of the Global Search for Talent
|Funding from Vinnova||SEK 900 000|
|Project duration||July 2018 - October 2019|
|Call||Innovative Startups phase 2 spring 2018|
Purpose and goal
To further develop prototype, built-in processes and business model into a more complete virtual Assessment Center that potential customers can evaluate for larger-scale use to attract, recruit, develop and retain talents. The solution will show how technology such as gaming, VR / AR and AI can contribute to increased engagement, deepened experiences, better precision, enhanced inclusion or increase the efficiency of the assessment - and emphasize gender equality.
Expected results and effects
To gain knowledge about which solution and business model is needed to enable potential customers to assess the benefit of the solution and create a will to invest in it. We estimate that the present project enables a market entry, and that continued development can be financed through investments from customers. Long-term expected effects are that we have also developed research methodology and published scientific reports, and also launched an international expansion.
Planned approach and implementation
In this project we want to investigate how we can achieve an appropriate leap in technology development as well as the increased individualization that digitalisation enables. We also want to expand and deepen the built-in processes (algorithms and scripts / scenes) based on the theory of competence assessment - including a gender perspective. A third crucial component is analytical development work on occupational psychological testing to ensure accuracy in the assessment and to generate reports. A fourth essential part is to drive a reference group.