Saiki
Why Choose Gaming-Based Assessment?
Saiki pairs a validated-style HEXACO questionnaire with an experimental behavioral signal drawn from your recent League matches, shown side by side as a concordance read.
Quick Feature Comparison
How Saiki's format differs from traditional testing
| Feature | Saiki | Traditional Tests |
|---|---|---|
| Assessment Time | Through gameplay | 2-4 hours |
| Engagement Level | High (gaming) | Low (forms) |
| Format | Gameplay + questionnaire | Questionnaire |
| Test Anxiety | Minimal | Significant |
| Cost | Free to start | $500-2000 |
The Science Behind Gaming Assessment
Behavioral Data
Saiki adds an experimental behavioral signal derived from your recent League matches alongside the questionnaire, so you can see where gameplay patterns and self-report answers agree or diverge.
Natural Engagement
Players are naturally engaged while gaming, eliminating test anxiety and social desirability bias that often skew traditional assessment results.
Continuous Assessment
Track changes over time through ongoing gameplay, rather than single-point assessments that may not reflect your typical cognitive state or personality.
Detailed Test Comparisons
Saiki vs BFQ: Gaming-Native HEXACO vs Big Five Questionnaire
Compare Saiki's HEXACO personality questionnaire with gameplay indicators to the traditional Big Five Questionnaire (BFQ)
Key Comparison Points:
Saiki vs NEO-PI-R and 16PF: Gaming Personality Questionnaire vs Traditional Inventories
Compare Saiki's HEXACO questionnaire with experimental gameplay indicators to traditional personality tests NEO-PI-R and 16PF
Key Comparison Points:
Saiki vs WAIS-IV: Personality Assessment vs IQ Testing
Understand the difference between Saiki's gaming-native HEXACO personality questionnaire and the WAIS-IV intelligence test
Key Comparison Points:
Backed by Science
MOBA Skill and Fluid Intelligence
A University of York study (Kokkinakis et al., 2017, PLoS One) found a significant positive correlation between League of Legends rank and fluid intelligence measured under controlled lab conditions. The age profile of MOBA performance mirrors the age profile of raw fluid intelligence, and the authors suggest commercial games could serve as population-level proxy tests of cognitive performance. This research informs Saiki's in-development cognitive-ability feature; Saiki does not currently provide an IQ score.
Read the research summaryLongitudinal Study: Gaming and Intelligence Gains in Children
A 2022 study (Sauce et al., Scientific Reports) tracked approximately 9,855 US children from ages 9-10 over two years. Children who played more video games than average were associated with gaining about 2.5 IQ points more than average over that period, after controlling for genetics and socioeconomic background. TV and social media showed no similar positive effect. The authors describe this as an association, not proof of direct causation.
Read the research summaryVideo Gaming, Cognitive Performance, and Brain Activity
A 2022 study published in JAMA Network Open (Chaarani et al., approximately 2,217 children) found that video gamers performed better on response-inhibition and working-memory tasks, with associated differences in brain activity patterns. This is an association study; the research does not establish that gaming caused the differences observed.
Explore our research blogExperience the Future of Psychological Assessment
Discover your personality and cognitive abilities through the games you already play.
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