Gamification for Talent Assessment in Creative Industries: a Behavior-based Empirical Model as a Tool for Selecting Professional Profiles in Art, Film, Design, and Multimedia
Medical Doctor, Specialist in Corporate Health and Wellness, Master in Management and Administration of Health Institutions, PhD in Leadership and Management of Educational Institutions. Mentor at Anáhuac University, Professor of Creative Mathematics and Ethics in Technology at CENTRO University.
The evaluation of talent in creative industries presents structural challenges due to the contextual, non-linear, and often intangible nature of competencies such as creativity, innovation, and divergent thinking. This study examines the use of gamification as a methodological tool for personnel selection in sectors including art, film, design, and multimedia. Drawing on a quasi-experimental design with 124 participants, the research compares traditional assessment methods with a gamified digital assessment model based on behavioral observation in simulated environments.
Findings indicate that behavioral metrics derived from gamified interactions significantly improve the predictive validity of creative performance (R² = 0,42) compared to conventional approaches (R² = 0,18). Key predictors include cognitive exploration, persistence, and engagement, suggesting that creative performance is better understood as a process rather than a static outcome.
Beyond its technical contribution, this study frames gamification as a cultural device that reshapes the relationship between evaluation, creativity, and labor within the contemporary creative economy. The proposed model offers both theoretical and practical implications for talent management, emphasizing the importance of context-based, behavior-driven assessment systems in complex, creative work environments.
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