Abstract
The aim of this study was to test whether an online video game can be
used to investigate planning ability and whether fluid intelligence, objective
numeracy, and subjective numeracy are predictive of game performance. Our
results demonstrate that fluid intelligence is particularly important, which is in
line with previous non-game-based studies that show a relationship between
classical planning tests and fluid intelligence. Video games have been previously
used for research into cognitive processes and taking them online facilitates data
collection on a larger scale. Online video games also afford data collection
without the expense and stress of a laboratory environment. For these reasons,
using online video games to investigate human cognition is a promising
alternative to the classic cognitive paradigms used in laboratories.
used to investigate planning ability and whether fluid intelligence, objective
numeracy, and subjective numeracy are predictive of game performance. Our
results demonstrate that fluid intelligence is particularly important, which is in
line with previous non-game-based studies that show a relationship between
classical planning tests and fluid intelligence. Video games have been previously
used for research into cognitive processes and taking them online facilitates data
collection on a larger scale. Online video games also afford data collection
without the expense and stress of a laboratory environment. For these reasons,
using online video games to investigate human cognition is a promising
alternative to the classic cognitive paradigms used in laboratories.
Original language | English |
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Title of host publication | Games and Learning Alliance Conference 2022 (GALA) |
Publisher | Springer |
Pages | 202-212 |
Volume | 13647 |
ISBN (Electronic) | 978-3-031-22124-8 |
ISBN (Print) | 978-3-031-22123-1 |
DOIs | |
Publication status | Published - 30 Nov 2022 |
Keywords
- Cognitive skills
- Numeracy
- Fluid Intelligence
- Planning capabilities
- Video Games