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

Author:

Román Francisco J.1ORCID,Gutiérrez Pablo2,Ramos-Cejudo Juan34,González-Calero Pedro Antonio2ORCID,Gómez-Martín Pedro Pablo2,Larroy Cristina5ORCID,Martín-Brufau Ramón6,López-Cavada Carlos7,Quiroga María Ángeles8

Affiliation:

1. Department of Biological and Health Psychology, Autonomous University of Madrid, 28049 Madrid, Spain

2. Department of Software Engineering and Artificial Intelligence, Complutense University of Madrid, 28040 Madrid, Spain

3. Department of Psychology, Camilo José Cela University, 28692 Madrid, Spain

4. Mind Group Ltd., 28008 Madrid, Spain

5. Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain

6. Unidad de Corta Estancia, Hospital Psiquiátrico Román Alberca, National Service of Health, 30120 Murcia, Spain

7. Behavior, Emotions, and Health Research Group, Department of Psychology, Universidad Europea de Madrid, 28670 Madrid, Spain

8. Department of Social, Work and Differential Psychology, Complutense University of Madrid, 28223 Madrid, Spain

Abstract

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 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.

Funder

Spanish Ministry of Science and Innovation

Publisher

MDPI AG

Subject

Cognitive Neuroscience,Developmental and Educational Psychology,Education,Experimental and Cognitive Psychology

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