game 6 of 16 · measures effort
Effort-Expenditure for Rewards Task (EEfRT)
Inside TELLS it's “Easy or Hard” — coast for a small sure thing, or grind for a bigger, riskier one.
part of the full 16-game test · about 12 minutes
What the Effort-Expenditure for Rewards Task (EEfRT) is
Six rounds, one repeated choice: coast for a small, nearly guaranteed reward, or grind through a burst of taps for a bigger prize that might not pay out. Treadway's Effort-Expenditure for Rewards Task (2009) formalised this trade-off to measure how much work a person will volunteer when the payoff is uncertain.
What it measures
Your hard-road count is a read on ambition under risk: every 'hard' pick spends real effort on a maybe. Always coasting means you price your energy high and the odds low; always grinding means the prize — or the grind itself — is the point. TELLS feeds it into effort, with decision-making and risk shading.
Why sprint when a walk gets you there? You conserve.
You'll dig in when the reward is clearly worth the sweat.
You red-line for the prize, then ask for more.
Why hiring assessments use it
Assessment platforms use easy-or-hard choices to estimate motivation: who volunteers for the stretch task, who optimises for safe output. Neither answer is wrong, which is why the game works — you can't tell which one they want.
TELLS is an independent project — not affiliated with pymetrics, Harver, or any employer's assessment. This is the fun version.
Archetypes this game exposes
The effort axis is load-bearing for these three.
More games that read effort
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