Repositorio Dspace

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

Mostrar el registro sencillo del ítem

dc.contributor.author Roman, Francisco-J
dc.contributor.author Gutierrez, Pablo
dc.contributor.author Ramos-Cejudo, Juan
dc.contributor.author González-Calero, Pedro-Antonio
dc.contributor.author Gómez-Martín, Pedro-Pablo
dc.contributor.author Larroy, Cristina
dc.contributor.author Martín-Brufau, Ramon
dc.contributor.author López-Cavada, Carlos
dc.contributor.author Quiroga, María-Angeles
dc.date.accessioned 2025-11-18T12:52:04Z
dc.date.available 2025-11-18T12:52:04Z
dc.date.issued 2024-01
dc.identifier.citation Román FJ, Gutiérrez P, Ramos-Cejudo J, González-Calero PA, Gómez-Martín PP, Larroy C, et al. Checking Different Video Game Mechanics to Assess Cognitive Abilities in Groups with and without Emotional Problems. J Intell. 20 de diciembre de 2023;12(1):1.
dc.identifier.uri https://sms.carm.es/ricsmur/handle/123456789/21016
dc.description.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.
dc.language.iso eng
dc.publisher MDPI
dc.rights Atribución-NoComercial-SinDerivadas 3.0 España
dc.rights.uri http://creativecommons.org/licenses/by-nc-nd/3.0/es/ *
dc.title Checking Different Video Game Mechanics to Assess Cognitive Abilities in Groups with and without Emotional Problems
dc.type info:eu-repo/semantics/article
dc.identifier.pmid 38275977
dc.relation.publisherversion https://www.mdpi.com/2079-3200/12/1/1
dc.identifier.doi 10.3390/jintelligence12010001
dc.journal.title Journal of Intelligence
dc.identifier.essn 2079-3200


Ficheros en el ítem

Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem

Atribución-NoComercial-SinDerivadas 3.0 España Excepto si se señala otra cosa, la licencia del ítem se describe como Atribución-NoComercial-SinDerivadas 3.0 España

Buscar en DSpace


Búsqueda avanzada

Listar

Mi cuenta