Checking Different Video Game Mechanics to Assess Cognitive Abilities in Groups with and without Emotional Problems

dc.contributor.authorRomán, Francisco Javier
dc.contributor.authorGutiérrez, Pablo
dc.contributor.authorRamos Cejudo, Juan
dc.contributor.authorGonzález Calero, Pedro Antonio
dc.contributor.authorGómez Martín, Pedro Pablo
dc.contributor.authorLarroy, Cristina
dc.contributor.authorMartín Brufau, Ramón
dc.contributor.authorLópez Cavada, Carlos
dc.contributor.authorQuiroga, María Ángeles
dc.date.accessioned2025-01-12T13:07:00Z
dc.date.available2025-01-12T13:07:00Z
dc.date.issued2024
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 pro- grams. 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 as- sessed 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.spa
dc.description.filiationUEMspa
dc.description.impact2.8 Q1 JCR 2023spa
dc.description.impact0.49 Q2 SJR 2023
dc.description.impactNo data IDR 2023
dc.description.sponsorshipThis research was funded by the Spanish Ministry of Science and Innovation (grant num-ber: PID2021-123368OB-100).spa
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/jintelligence12010001spa
dc.identifier.doi10.3390/jintelligence12010001
dc.identifier.issn2079-3200
dc.identifier.urihttp://hdl.handle.net/11268/13465
dc.language.isoengspa
dc.peerreviewedSispa
dc.relation.publisherversionhttps://doi.org/10.3390/jintelligence12010001spa
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional
dc.rights.accessRightsopen accessspa
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa Attribution (CC BY)
dc.subject.sdgGoal 3: Ensure healthy lives and promote well-being for all at all ages
dc.subject.unescoPsicología experimentalspa
dc.subject.unescoPsicología clínicaspa
dc.subject.unescoVídeojuegospa
dc.titleChecking Different Video Game Mechanics to Assess Cognitive Abilities in Groups with and without Emotional Problemsspa
dc.typejournal articlespa
dspace.entity.typePublication
relation.isAuthorOfPublicationa17d8e01-99d4-4a5a-993e-766ff0d50cd7
relation.isAuthorOfPublication.latestForDiscoverya17d8e01-99d4-4a5a-993e-766ff0d50cd7

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