Can we create a measure of fluid intelligence using Puzzle Creator within Portal 2

  title={Can we create a measure of fluid intelligence using Puzzle Creator within Portal 2},
  author={Cyrus K. Foroughi and Carolyn Serraino and Raja Parasuraman and Deborah A. Boehm-Davis},

Intelligence at play: game-based assessment using a virtual-reality application

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

Construction and validation of a game-based intelligence assessment in minecraft

Novel 3-D action video game mechanics reveal differentiable cognitive constructs in young players, but not in old

Video game research predominantly uses a “one game-one function” approach—researchers deploy a constellation of task-like minigames to span multiple domains or consider a complex video game to

Exploring the relationship between video game expertise and fluid intelligence

Two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs) show that performance in the popular MOBA League of Legends correlates with fluid intelligence as measured under controlled laboratory conditions.

The Measurement of Intelligence in the XXI Century using Video Games

The pros and cons of video games as tools for measuring cognitive abilities with commercial video games are discussed, underscoring that psychologists must develop their own intelligence video games and delineate their key features for the measurement devices of next generation.

Measuring Higher-Order Cognitive Skills in Collective Interactions with Computer Game

The present study is focused on testing the computer game system ‘PL-modified’ as a diagnostic tool for measurement of higher-order cognitive skills by middle-school students in individual and

The Effectiveness of Collaborative Problem Solving by Junior Students in The ‘PL-Modified’ Computer Game System

The present study is aimed at examining the problem framed by the team of authors in the past research papers (2018, 2020, 2021) and assessing the level of the general learning actions of analysis,

Can Commercial Games Function as Intelligence Tests? A Pilot Study

This study aimed to investigate whether commercial games can serve as a tool for assessment of intelligence: for good proxies of intelligence without having the problems of test salience. One hundred

Intelligence, creativity, and ‘PLines’ computer game performance by middle school age students

The article presents the results of the study of the relations of psychometric parameters of intelligence and creativity of middle school age students with the efficiency of their problem solving in

Video-games: Do they require general intelligence?

Video games as tools to achieve insight into cognitive processes

    W. Boot
    Front. Psychol.
  • 2015
This research suggests that action video game play is associated with superior perceptual and cognitive abilities, and presents evidence in favor of cross-sectional differences between action gamers and non-gamers on measures of vision and attention.

An investigation of the validity of the virtual spatial navigation assessment

The validity of the virtual spatial navigation assessment as a measure of environmental spatial ability is supported and recommendations are made for how the VSNA can be used to help guide individuals toward STEM career paths and identify weaknesses that might be addressed with large scale spatial navigation training.

The space fortress game

Videogames and spatial skills: An exploratory study

Fifty-eight undergraduate and graduate students participated in an exploratory study which examined the relationship between videogames, spatial cognitive skills, and eye-hand coordination. Scores on

Action video game modifies visual selective attention

It is shown that action-video-game playing is capable of altering a range of visual skills, and non-players trained on an action video game show marked improvement from their pre-training abilities.

Action video game play facilitates the development of better perceptual templates

The PTM approach is used to elucidate the mechanism that underlies the wide range of improvements noted after action video game play and establishes for the first time to the authors' knowledge the development of enhanced perceptual templates following action game play.