Exploring the relationship between video game expertise and fluid intelligence

被引:52
作者
Kokkinakis, Athanasios V. [1 ,2 ]
Cowling, Peter I. [2 ]
Drachen, Anders [2 ]
Wade, Alex R. [1 ]
机构
[1] Univ York, Dept Psychol, York, N Yorkshire, England
[2] Univ York, Dept Comp Sci, York, N Yorkshire, England
基金
英国工程与自然科学研究理事会;
关键词
WORKING-MEMORY CAPACITY; SIMPLE REACTION-TIME; SPACE FORTRESS GAME; COGNITIVE-ABILITIES; INDIVIDUAL-DIFFERENCES; SELECTIVE ATTENTION; AGE-DIFFERENCES; CHESS PLAYERS; ONLINE GAME; PERFORMANCE;
D O I
10.1371/journal.pone.0186621
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe 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). In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II) matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level.
引用
收藏
页数:15
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