1. Intelligence and video games: Beyond 'brain-games'
- Author
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A. Diaz, Roberto Colom, Jesús Privado, Francisco J. Román, and María Ángeles Quiroga
- Subjects
Intelligence quotient ,business.industry ,Psychological research ,Perspective (graphical) ,ComputingMilieux_PERSONALCOMPUTING ,Experimental and Cognitive Psychology ,Standardized test ,Cognition ,Space (commercial competition) ,Visuospatial ability ,Correlation value ,Arts and Humanities (miscellaneous) ,Developmental and Educational Psychology ,business ,Psychology ,Cognitive psychology - Abstract
Video games are among the most popular leisure activities in current Western societies. Psychology research has shown correlations, at the latent level, between intelligence and video games ranging from 0.60 to 0.93. Here we analyze whether video games genre can account for this range of correlations by testing one hundred and thirty-four participants playing ten video games of different genres for iPad® and WiiU® (Art of Balance®, Blek, Crazy Pool, EDGE®, Hook, Rail Maze, SkyJump, Space Invaders, Splatoon® and Unpossible) within a controlled playing environment. Gaming performance was correlated with standard measures of fluid reasoning, visuospatial ability, and processing speed. Results revealed a correlation value of 0.79 between latent factors representing general intelligence (g) and video games general performance (gVG). This finding leads to conclude that: (1) performance intelligence tests and video games is supported by shared cognitive processes and (2) brain-games are not the only genre able to produce performance measures comparable to intelligence standardized tests. From a theoretical perspective, the observed result supports the principle of the indifference of the indicator that has been addressed in intelligence research across decades.
- Published
- 2019
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