Gs Invaders: Assessing a computer game-like test of processing speed
Open accessAbstract
Computer games potentially offer a useful research tool for psychology but there has been little use made of them in assessing cognitive abilities. Two studies assessing the viability of a computer game-like test of cognitive processing speed are described. In Experiment 1, a computerized coding task that uses a mouse responsemethod (McPherson & Burns, 2005) was the basis for a simple computer game-like test. In Experiment 2, dynamic game-like elements were added. Validity was assessed within a factor analytic framework using standardized abilities tests as marker tests. We conclude that computer game-like tests of processing speed may provide an alternative or supplementary tool for research and assessment. There is clearly potential to develop game-like tests for other cognitive abilities.
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These games tended to build simple game-archetypes around an existing cognitive task, with the goal of encouraging self-motivation, improving participant enjoyment, and reducing test anxiety.
“these games tended to build simple game-archetypes, such as space invaders or whack-a-mole, around an existing cognitive task; with the goal of encouraging self-motivation, improving participant enjoyment, and even reducing test anxiety [17].”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [17]
Space Code had similar mixed-domain problems.
“Space Code [17,18] had similar problems.”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [17]
There were some indications that gamification may actually worsen data quality.
“and there were some indications that it may actually worsen it [17,18,34,36].”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [17]
Results of references [9,17,18,38] show that gamified tasks can be used to improve motivation, while still maintaining a scientifically valid task.
“The results of references [9,17,18,38], show that gamified tasks can be used to improve motivation, while still maintaining a scientifically valid task.”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [17]
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References 43 · Cited by 43
- Authors
- McPherson, J., & Burns, N. R.
- Affiliations
- The University of Adelaide (AU)
- Corresponding author
- McPherson, Jason
- ORCID
- Burns, Nicholas R.
- Venue
- Behavior Research Methods
- Published
- 2007-11
- Volume
- 39
- Issue
- 4
- Pages
- 876-883
- ISSN
- 1554-351X (ISSN-L)
- 1554-3528
- OpenAlex
- W1983467759
- Cited by
- 43
- References
- 43
- Citations by year
- 2025: 2 · 2024: 1 · 2023: 5 · 2022: 1 · 2021: 3 · 2020: 2 · 2019: 2 · 2018: 1 · 2017: 6 · 2016: 6 · 2015: 4 · 2014: 1 · 2013: 1 · 2012: 2
- FWCI
- 1.71
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Behavior Research Methods (publishedVersion)
- PubMed (publishedVersion)
- Adelaide Research & Scholarship (AR&S) (University of Adelaide) (submittedVersion)
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Applied Psychology › Psychological Testing and Assessment
- Keywords
- video games, processing speed, cognitive assessment, test validity, factor analysis, cognitive ability
- MeSH terms
- Adult, Cognition, Computers, Female, Humans, Male, Motion Perception, Reaction Time, Video Games
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