Introduction: We designed a battery of non-brain video games (shooter, sports, platforms, strategy, and puzzles) for expanding the findings reported by Quiroga et al. (2015). A large number (> 40) of Wii-U and iPad video games were analyzed in order to select those providing appropriate measures in terms of speed and accuracy. Two video games fitting this requirement were selected for each of the five genres. Furthermore, two standardized tests were chosen to measure three intelligence factors (Gf, Gv, and Gs). Figure 1 shows the measurement model.
Procedure: Video games were individually administered in the lab, whereas the intelligence tests were administered in groups of two-to-five people. Each participant completed three testing sessions. Although this abstract includes data from 75 participants (Mage = 21; SD = 2.34; 68 women and 18 men), the final sample size will be composed of 110. To perform data analysis, raw scores were transformed to z-scores.
Results: Video games factors show correlations ranging from .42 to 63. Intelligence tests show correlations ranging from .69 to .85. Video game factors correlate with intelligence factors, ranging from .19 to .56. The correlation between the video game factor and the intelligence factor was .55
Discussion: We conclude that intelligence can be measured with non-brain video games. Notably, puzzles show the highest correlations with the intelligence factors. Video game performance shows the highest correlations with Gf and Gv. The obtained correlation between the two higher-order factors (Intelligence and Video Games) is lower than the reported by Quiroga et al. (2015) using brain games. Nevertheless, the results observed here are similar to the values reported by Foroughi et al., (2016) for fluid intelligence, but differ from the very low ones reported in previous researches (Baniqued et al., 2013; Buford & O’Leary, 2015; McPherson & Burns, 2008; Shute, Ventura & Ke, 2015).
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