Checking different video game mechanics to assess cognitive abilities in groups with and without emotional problems

dc.contributor.authorRomán, Francisco J.
dc.contributor.authorGutiérrez Sánchez, Pablo
dc.contributor.authorRamos Cejudo, Juan
dc.contributor.authorGonzález Calero, Pedro Antonio
dc.contributor.authorGómez Martín, Pedro Pablo
dc.contributor.authorLarroy García, Cristina
dc.contributor.authorMartín Brufau, Ramón
dc.contributor.authorLópez Cavada, Carlos
dc.contributor.authorQuiroga Estévez, María Ángeles
dc.date.accessioned2024-06-14T10:42:51Z
dc.date.available2024-06-14T10:42:51Z
dc.date.issued2023-12-20
dc.description.abstractThis study assesses cognitive abilities through video games for entertainment (Blek, Edge, and Unpossible) that were programmed from scratch to record players’ behavior and the levels achieved in a sample without emotional problems and in one with emotional problems. The non-emotional-problem sample was recruited from three universities and two bachelor’s degree programs. The emotional-problem sample was recruited from two outpatient centers. The participants in the emotional-problem sample completed reduced versions of the ability tests and video games, as required by their emotional problems. Three subtests of the Differential Aptitude Test that assessed abstract reasoning, visuospatial reasoning, and perceptual speed were selected as ability tests. All participants were required to complete a mental health questionnaire (PROMIS) and a brief questionnaire on their gaming habits and previous experience with the video games used. The results that were obtained showed good convergent validity of the video games as measures of cognitive abilities, and they showed that the behavior of players in the sample without emotional problems while playing predicted the level achieved in the Blek and Unpossible game fragments, but this was only true for Unpossible in the emotional-problem sample; finally, shorter versions of the Blek and Edge game fragments can be used because they maintain their good psychometric properties
dc.description.departmentDepto. de Psicología Social, del Trabajo y Diferencial
dc.description.departmentDepto. de Personalidad, Evaluación y Psicología Clínica
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Psicología
dc.description.facultyFac. de Informática
dc.description.fundingtypeDescuento UCM
dc.description.refereedTRUE
dc.description.sponsorshipMinisterio de Ciencia e Innovación (España)
dc.description.statuspub
dc.identifier.citationRomán, F. J., Gutiérrez, P., Ramos-Cejudo, J., González-Calero, P. A., Gómez-Martín, P. P., Larroy, C., Martín-Brufau, R., López-Cavada, C., & Quiroga, M. Á. (2023). Checking different video game mechanics to assess cognitive abilities in groups with and without emotional problems. Journal of Intelligence, 12(1), 1. https://doi.org/10.3390/jintelligence12010001
dc.identifier.doi10.3390/jintelligence12010001
dc.identifier.issn2079-3200
dc.identifier.officialurlhttps://doi.org/10.3390/jintelligence12010001
dc.identifier.relatedurlhttps://www.mdpi.com/2079-3200/12/1/1
dc.identifier.urihttps://hdl.handle.net/20.500.14352/104950
dc.issue.number1
dc.journal.titleJournal of Intelligence
dc.language.isoeng
dc.page.initial1
dc.publisherMDPI
dc.relation.projectIDPID2021-123368OB-100
dc.rightsAttribution 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subject.keywordVideo games
dc.subject.keywordAbstract reasoning
dc.subject.keywordVisuospatial reasoning
dc.subject.keywordPerceptual speed
dc.subject.keywordGroups with emotional problems and without emotional problems
dc.subject.ucmPsicología cognitiva
dc.subject.ucmPsicología aplicada
dc.subject.ucmPersonalidad
dc.subject.unesco61 Psicología
dc.titleChecking different video game mechanics to assess cognitive abilities in groups with and without emotional problems
dc.typejournal article
dc.type.hasVersionVoR
dc.volume.number12
dspace.entity.typePublication
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