Intelligence and video games: Beyond “brain-games”.

dc.contributor.authorQuiroga Estévez, María Ángeles
dc.contributor.authorDíaz, A.
dc.contributor.authorRomán, Francisco J.
dc.contributor.authorPrivado Zamorano, Jesús
dc.contributor.authorColom, Roberto
dc.date.accessioned2025-12-16T11:31:46Z
dc.date.available2025-12-16T11:31:46Z
dc.date.issued2019-01-11
dc.description.abstractVideo 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 thirtyfour 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.
dc.description.departmentDepto. de Psicobiología y Metodología en Ciencias del Comportamiento
dc.description.departmentDepto. de Psicología Social, del Trabajo y Diferencial
dc.description.facultyFac. de Psicología
dc.description.refereedTRUE
dc.description.statuspub
dc.identifier.citationQuiroga, M. A., Diaz, A., Román, F. J., Privado, J., & Colom, R. (2019). Intelligence and video games: Beyond “brain-games”. Intelligence, 75, 85-94. https://doi.org/10.1016/j.intell.2019.05.001
dc.identifier.doi10.1016/j.intell.2019.05.001
dc.identifier.essn1873-7935
dc.identifier.officialurlhttps://doi.org/10.1016/j.intell.2019.05.001
dc.identifier.relatedurlhttps://www.sciencedirect.com/science/article/pii/S0160289618301521
dc.identifier.urihttps://hdl.handle.net/20.500.14352/129116
dc.issue.numberJuly–August
dc.journal.titleIntelligence
dc.language.isoeng
dc.page.final94
dc.page.initial85
dc.publisherElsevier
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject.keywordIntelligence
dc.subject.keywordVideo games
dc.subject.keywordVideo games genres
dc.subject.keywordComputerized assessment
dc.subject.ucmAptitudes e inteligencia (Psicología)
dc.subject.unesco61 Psicología
dc.titleIntelligence and video games: Beyond “brain-games”.
dc.typejournal article
dc.type.hasVersionAM
dc.volume.number75
dspace.entity.typePublication
relation.isAuthorOfPublication1dc874fc-303e-46e2-99be-4ddd538f4017
relation.isAuthorOfPublicationf7ed11e6-f3b9-42e4-a11c-dbf3e0270aca
relation.isAuthorOfPublication.latestForDiscovery1dc874fc-303e-46e2-99be-4ddd538f4017

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