Evidence map›Paper›PMID 38275977›Full record

ArticleJournal of Intelligence2023

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

Francisco J Román, Pablo Gutiérrez, Juan Ramos-Cejudo, Pedro Antonio González-Calero, Pedro Pablo Gómez-Martín, Cristina Larroy, Ramón Martín-Brufau, Carlos López-Cavada, María Ángeles Quiroga

Abstract read
In one paragraph

Article in Journal of Intelligence, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors.

Francisco J RománDepartment of Biological and Health Psychology, Autonomous University of Madrid, 28049 Madrid, Spain.ORCID 0000-0003-2342-9531
Pablo GutiérrezDepartment of Software Engineering and Artificial Intelligence, Complutense University of Madrid, 28040 Madrid, Spain.ORCID 0000-0002-6702-5726
Juan Ramos-CejudoDepartment of Psychology, Camilo José Cela University, 28692 Madrid, Spain.
Pedro Antonio González-CaleroDepartment of Software Engineering and Artificial Intelligence, Complutense University of Madrid, 28040 Madrid, Spain.ORCID 0000-0002-9151-5573
Pedro Pablo Gómez-MartínDepartment of Software Engineering and Artificial Intelligence, Complutense University of Madrid, 28040 Madrid, Spain.
Cristina LarroyDepartment of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain.ORCID 0000-0001-9900-9512
Ramón Martín-BrufauUnidad de Corta Estancia, Hospital Psiquiátrico Román Alberca, National Service of Health, 30120 Murcia, Spain.
Carlos López-CavadaBehavior, Emotions, and Health Research Group, Department of Psychology, Universidad Europea de Madrid, 28670 Madrid, Spain.
María Ángeles QuirogaDepartment of Social, Work and Differential Psychology, Complutense University of Madrid, 28223 Madrid, Spain.

Funding

Spanish Ministry of Science and Innovation PID2021-123368OB-100
6 · The paper itself

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.

Indexed as

abstract reasoninggroups with emotional problems and without emotional problemsperceptual speedvideo gamesvisuospatial reasoning

Identifiers

PMID38275977
PMCPMC10816884

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.