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

This 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...

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Detalles Bibliográficos
Autores: Román, Francisco Javier; Gutiérrez, Pablo; Ramos Cejudo, Juan; González Calero, Pedro Antonio; Gómez Martín, Pedro Pablo; Larroy, Cristina; Martín Brufau, Ramón; López Cavada, Carlos; Quiroga, María Ángeles
Tipo de documento: Artículo
Fecha de publicación:2024
País:España
Institución:Universidad Europea (UEM)
Repositorio:ABACUS. Repositorio de Producción Científica
Lenguaje:Inglés
OAI Identifier:oai:abacus.universidadeuropea.com:11268/13465
Acceso en línea:http://hdl.handle.net/11268/13465
Nivel de acceso:Acceso abierto
Palabra clave:Psicología experimental
Psicología clínica
Vídeojuego
Goal 3: Ensure healthy lives and promote well-being for all at all ages
Descripción
Sumario:This 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.