Non-programmed decision-making is an activity that requires a number of methods to try to capture the rational behaviour of an aspirant in situations of uncertainty. Thus, there is a varied list of attributes, methods, and mechanisms that are intended to describe the way in which aspirants can be profiled. However, this modelling proves to be complex if it is approached in scenarios based on game mechanics from gamification. For this reason, the following article aims to contribute to the processes of selection of personnel delimited only to the making of non-programmed decisions, through the implementation of game mechanics. In order to model this selection, the purpose of the following study is to carry out the formulation of inference rules based on fuzzy logic in order to capture the tacit transfer of certain types of information in personnel selection processes and to determine aspects that allow the shaping of aspirants. Finally, the results and conclusions obtained are presented.