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Computer game performance correlates strongly with standard measures of cognitive ability
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6 sources for · 1 against

Evidence regarding the relationship between video games and cognitive ability is mixed, with some studies indicating strong correlations or potential for assessment while comprehensive meta-analytic work reports that video game training does not enhance cognitive ability.

Evidence for · 6
2023 · cited by 19
Several studies have shown that video games may indicate or even develop intellectual and cognitive abilities. As intelligence is one of the most widely used predictors of job performance, video games could thus have potential for personnel assessment. However, few studies have investigated whether and how virtual reality (VR) games can be used to make inferences about intelligence, even though companies increasingly use VR technology to recruit candidates. This proof-of-concept study contributes to bridging this gap between research and practice. Under controlled laboratory conditions, 103 participants played the commercial VR game Job Simulator and took the short version of the intelligence test BIS-4 . Correlation and regression analysis reveal that, on average, participants who completed the game more quickly than others had higher levels of general intelligence and processing capacity, suggesting that VR games may provide useful supplementary tools in the prediction of job performance. Still, our results also indicate that game-based assessments have limitations that deserve researchers’ attention, which lead us to discuss directions for future research.
Evidence against · 1
2018 · cited by 100
As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record
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rails:sufficiency:supported:single_source:for=1+5p:against=0+1p:partial_opposition=1 | v55:sufficiency | v55:coherence_repaired:what=both

More for · 5
2024 · cited by 1
We explore the influence of cognitive ability and judgment on strategic behavior in the beauty contest game (where the Nash equilibrium action is zero). Using the level-k model of bounded rationality, cognitive ability and judgment both predict higher level strategic thinking. However, individuals with better judgment choose zero less frequently, and we uncover a novel dynamic mechanism that sheds light on this pattern. Taken together, our results indicate that fluid (i.e., analytical) intelligence is a primary driver of strategic level-k thinking, while facets of judgment that are distinct from fluid intelligence drive the lower inclination of high judgment individuals to choose zero.
cited by 0
hical Cattell–Horn–Carroll model of intelligence ( McGrew 2009 ; Schneider and McGrew 2018 ). In addition, the latent factor of general ability estimated with the video game battery showed a high correlation ( r = 0.93) with the latent factor of general intelligence estimated with a battery of tests. This result implied that evaluations with video games (“brain games”) sort individuals in the same way as that of intelligence and ability tests, opening the possibility for developing video game batteries that assess interindividual differences in intelligence and ability. Nevertheless, brain games are very similar to laboratory tasks and tests designed to assess cognitive abilities and processes, so the high correlation obtained in the study by Quiroga et al. ( 2015 ) may be partially due to this. To test this hypothesis, Quiroga et al. ( 2019 ) developed a battery of video games of different genres (shooters, platforms, puzzles, and sports) whose performance was correlated with that on a battery of tests. The results showed medium and high correlations between both instruments (video games and tests), supporting the convergent validity of video games from different genres as measures of cognitive abilities. Moreover, the general latent factor of cognitive performance obtained with video games again showed a high correlation ( r = 0.79) with the latent factor of general intelligence. Therefore, “non-brain games” video games can also be used to assess individual differences in cognitive abilities in a way similar to that of tests. Video games designed to entertain are, however, of reduced usefulness for researchers and applied educators in their standard format because they do not provide speed and achievement scores that allow an accurate description of a player’s performance or the process data of how the game is being played ( Quiroga et al. 2016 ). In general, video games for entertainment provide only the level attained in the game (score or level) and, sometimes,
cited by 0
SCGs as a Proxy for Determining the Cognitive Status of Older Adults Detecting memory problems early is crucial for treating conditions like Mild Cognitive Impairment (MCI), which often leads to dementia. Currently, doctors use tests in clinics to check for these issues. However, there's a growing need for better methods to monitor our cognitive skills over time. Computer games emerge as a cost-effective solution for assessing the brain functions of older adults. In our study, we are investigating the potential of computer games to reflect the cognitive skills of older adults. We developed the VibrantMinds platform, featuring five games: Whack-a-Mole, Bejeweled, Mahjong Solitaire, Word Search, and Memory Game. We have evaluated these games for ease of use, enjoyment, and their impact on brain functions. Now, our goal is to determine whether these games can offer valuable insights into the cognitive skills of older adults. We are collecting demographic data, game-playing data, and cognitive test results. Our analysis will determine the correlation between game data, cognitive test outcomes, and demographic information.
2026 · cited by 0
<h4>Background</h4>Assessment of technical aptitude, cognitive abilities, and personality characteristics is important in selecting candidates for surgical training. Currently, the selection of surgical training candidates does not systematically include objective assessment of these variables. Instead, it relies heavily on traditional selection methods, such as academic achievement, letters of recommendation, and interviews, whose presumed relationships with later performance are based on limited and inconsistent evidence.<h4>Objective</h4>This study examined evidence for validity based on relationships with other variables-a key source of validity evidence-to support the use of 2 novel tools for objectively assessing surgical training candidates: a nonimmersive (screen-based) virtual reality laparoscopic technical aptitude test, and a game-based assessment of cognitive abilities and personality characteristics.<h4>Methods</h4>This study had 3 phases, all focused on establishing validity based on relationships with other variables. In Phase 1, we evaluated convergent and discriminant evidence of validity by assessing the correlation between interns' performance in the 2 novel selection tests and in 4 established psychometric instruments for assessing dexterity, visuospatial ability, intelligence, and personality. In Phase 2, we evaluated evidence for the test-criterion relationship by assessing the correlation between residents' performance in the 2 novel tests and their concurrent residency performance evaluations. In this phase, we also assessed evidence for the fairness of the tests between genders. In Phase 3, we focused on the technical aptitude test and evaluated evidence for its relationship with training level by administering the test to a sample of expert surgeons and comparing their performance with that of the residents and interns from the previous phases.<h4>Results</h4>Interns' scores on the 2 novel selection tests were correlated with scores on the relevant established psychometric instruments, providing convergent and discriminant evidence (Phase 1). Residents' scores on the 2 novel tests were significantly correlated with relevant performance criteria (Phase 2). In addition, no evidence for gender bias in the tests was found. Finally, based on data collected in all 3 phases, we found evidence for expert-novice differences in the technical aptitude test scores, such that scores were correlated with surgical experience.<h4>Conclusions</h4>The findings provide validity evidence supporting the use of the novel virtual reality-based technical aptitude test and a game-based assessment of cognitive abilities and personality characteristics in selecting candidates for surgical training. However, because the test-criterion evidence was obtained using a concurrent design, further prospective longitudinal studies are required to determine whether these assessments predict subsequent residency performance.
2026 · cited by 0
<h4>Background</h4>The rapid expansion of esports has intensified interest in the cognitive and neurophysiological mechanisms underlying elite performance, particularly reaction time (RT), decision-making (DM), and neural efficiency. Advances in brain-computer interfaces (BCIs) offer targeted neural modulation that may enhance these abilities through improved neural synchronization. To systematically review evidence on the effects of BCI-based neural synchronization, including motor imagery (MI) BCIs, visual evoked potential (VEP/c-VEP) systems, neural entrainment, and dual-brain coupling, on RT, DM, and related cognitive outcomes in esports athletes and competitive gamers.<h4>Methods</h4>Following PRISMA 2020 guidelines, comprehensive searches were conducted across PubMed, Scopus, Web of Science, IEEE Xplore, PsycINFO, ScienceDirect, and Google Scholar. Studies examining BCI-induced neural modulation and its cognitive or performance effects in esports players or experienced gamers were included. Eighteen studies met the criteria, comprising controlled trials, pre-post interventions, cross-sectional neurophysiology studies, comparative behavioural analyses, and supporting systematic reviews. Due to methodological heterogeneity, results were synthesised narratively. Although the review follows PRISMA 2020 guidelines for systematic study identification and selection, the synthesis adopts a structured integrative narrative approach due to substantial heterogeneity in study designs, BCI modalities, and outcome measures.<h4>Results</h4>Across studies, BCI-mediated neural synchronization produced consistent improvements in RT, DM accuracy, cortical oscillatory stability, and neural connectivity. MI-BCI and gamified systems enhanced MI accuracy, user engagement, and cognitive load regulation. VEP-based BCIs accelerated perceptual processing by improving signal reliability and reducing latency. Dual-brain coupling improved coordinated decision behaviour. Additional evidence indicates that experienced gamers display superior working memory, attentional control, and visuomotor coordination compared with non-gamers. However, variability in study design, small samples, and moderate risk of bias limit the strength of causal inference.<h4>Discussion</h4>BCI-based neural synchronization shows promise as a tool for enhancing neurocognitive performance in esports athletes. Future studies should prioritize standardized training protocols, multimodal neural-measurement methods, and longitudinal designs to determine long-term effectiveness and real-world applicability.
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