Can we reliably measure the general factor of intelligence (g) through commercial video games? Yes, we can!
Here we show, for the very first time, that commercial video games can be used to reliably measure individual differences in general intelligence (g). One hundred and eighty eight university undergraduates took part in the study. They played twelve video games under strict supervision in the laborat...
| Autores: | , , , , , , , , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2015 |
| País: | España |
| Institución: | Universidad Nacional de Educación a Distancia |
| Repositorio: | e-spacio. Repositorio Institucional de la UNED |
| Idioma: | inglés |
| OAI Identifier: | oai:e-spacio.uned.es:20.500.14468/25479 |
| Acceso en línea: | https://hdl.handle.net/20.500.14468/25479 |
| Access Level: | acceso abierto |
| Palabra clave: | 61 Psicología Video games intelligence computerized assessment |
| Sumario: | Here we show, for the very first time, that commercial video games can be used to reliably measure individual differences in general intelligence (g). One hundred and eighty eight university undergraduates took part in the study. They played twelve video games under strict supervision in the laboratory and completed eleven intelligence tests. Several factor models were tested for answering the question of whether or not video games and intelligence tests do measure the same underlying high-order latent factor. The final model revealed a very high relationship between the high-order latent factors representing video game and intelligence performance (r = .93). General performance scores derived from video games and intelligence tests showed a correlation value of .963 (R2adjusted). Therefore, performance on some video games captures a latent factor common to the variance shared by cognitive performance assessed by standard ability tests. |
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