Assessing the validity of computer-game-like tests of processing speed and working memory
Open accessAbstract
Processing speed (Gs) and working memory (WM) tasks have received considerable interest as correlates of more complex cognitive performance measures. Gs and WM tasks are often repetitive and are often rigidly presented, however. The effects of Gs and WM may, therefore, be confounded with those of motivation and anxiety. In an effort to address this problem, we assessed the concurrent and predictive validity of computer-game-like tests of Gs (Space Code) and WM (Space Matrix) across two experiments. In Experiment 1, within a university sample (N = 70), Space Matrix exhibited concurrent validity as a WM measure, whereas Space Code appeared to be a mixed-ability measure. In Experiment 2, Space Matrix exhibited concurrent validity as well as predictive validity (as a predictor of school grades) within a school-aged sample (N = 94), but the results for Space Code were less encouraging. Relationships between computer-game-like tests and gender, handedness, and computer-game experience are also discussed.
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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 [18]
A second paper found that Space Code's correlations with measures of working memory, visuospatial ability, and processing speed were not stable.
“However, a second paper detailing 2 experiments which aimed to replicate the previous finding found that Space Code’s correlations with measures of working memory, visuospatial ability, and processing speed were not stable [18].”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [18]
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 [18]
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 [18]
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“However, a second paper detailing 2 experiments which aimed to replicate the previous finding found that Space Code’s correlations with measures of working memory, visuospatial ability, and processing speed were not stable [18].”
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- 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
- 2008-11
- Volume
- 40
- Issue
- 4
- Pages
- 969-981
- ISSN
- 1554-351X (ISSN-L)
- 1554-3528
- OpenAlex
- W2048716432
- Cited by
- 69
- References
- 72
- Citations by year
- 2026: 1 · 2025: 5 · 2024: 2 · 2023: 12 · 2022: 3 · 2021: 6 · 2020: 7 · 2019: 4 · 2018: 4 · 2017: 3 · 2016: 7 · 2015: 5 · 2014: 4 · 2013: 3 · 2012: 1
- FWCI
- 0.91
- 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 › Neuropsychology and Physiological Psychology › Developmental and Educational Neuropsychology
- Social Sciences › Psychology › Applied Psychology › Psychological Testing and Assessment
- Keywords
- processing speed, working memory, SPACE code, SPACE matrix, concurrent validity, predictive validity, motivation, anxiety, school grades, gender differences, handedness
- MeSH terms
- Adolescent, Adult, Child, Computers, Factor Analysis, Statistical, Female, Humans, Male, Memory, Short-Term, Psychology, Reaction Time, Visual Perception, Reproducibility of Results, Video Games
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