Game-based profiling: Analyzing FLIGBY’s user data – What are the most interesting findings?
The growing demand for experiential learning is paving the way for gamified leadership development programs. FLIGBY is a serious game software with an interactive movie design. It offers the user a choice about which direction a given segment may proceed. The scenario-based approach used by FLIGBY is a proven method to improve critical thinking skills. The lessons are built around a series of progressively complex workplace assignments or situations. FLIGBY allows players to practice responses to challenging business conditions in a realistically designed virtual learning space while keeping them safe from their decisions’ expensive (and sometimes irreversible) consequences.
FLIGBY‘s game-based profiling offers a unique research opportunity because the players’ leadership game-based profiling based on non-intrusive observations, yielding unbiased outcomes.
- What makes the FLIGBY data set unique and why is it interesting?
- What was discovered by analyzing thousands of players’ data sets?
- Do the players’ background and out-of-game choice affect in-game outcome?
- How are FLIGY simulation goals & results related to leadership skills, gender, age, and nationality? And how is this relevant for predictive HR analytics?
- Is the innovative methodology of FLIGBY’s non-intrusive observation of 29 leadership skills really reliable and independent?
- Does motivation and curiosity towards learning about Flow actually improve the players’ leadership skills?
- Why is FLIGBY’s data set really unique?
FLIGBY is really both a game and also a simulation! Based on my expert experience of many years in business and in NGOs, FLIGBY hits some personal nerves, because I have experienced all the organizational situations in the plot! So simulation is a very good way to describe FLIGBY!