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This theoretical paper by Lyuba Encheva examines the use of games for non-game purposes, using the case of Pymetrics, a recruitment company that employs computational neuroscience, artificial intelligence, and game design to assess job seekers' character traits and match them with suitable careers. The central claim is that such gamified assessments blur the boundary between virtual and embodied experience, and that this reflects what Jean Baudrillard terms "integral reality," a condition in which virtuality substitutes for and reorders the real. The author argues that gamification operates as a symbolic strategy for managing the perceived illusoriness of the world, and that Pymetrics' games are designed to produce consequences in real life rather than remain confined to play.
The analysis proceeds in two movements. First, it examines Pymetrics' promotional rhetoric, which presents the games as scientifically grounded instruments of high utility, and it assesses how this framing invites users to adopt a particular worldview and value system. Second, the paper draws on the author's personal experience of playing the games and receiving the resulting trait report, arguing that the games, the report, and the affective responses they provoke together shape the player as a subject and assign a "proper" role within social and labour practices. The paper is a conceptual and interpretive reflection rather than an empirical study, so it offers no survey data, sample sizes, or quantitative findings. Its scope is focused on a single commercial example, situated within broader debates about gamification, persuasive technology, and the ethical and political implications of evolving representational technologies.
Thomas Brush · 2026