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Bhargava Y, Kottapalli A, Baths V. Validation and comparison of virtual reality and 3D mobile games for cognitive assessment against ACE-III in 82 young participants. Sci Rep 2024; 14:23918. [PMID: 39397120 PMCID: PMC11471807 DOI: 10.1038/s41598-024-75065-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/04/2024] [Accepted: 10/01/2024] [Indexed: 10/15/2024] Open
Abstract
Current medical and clinical ecosystem for dementia detection is inadequate for its early detection. Traditional cognitive assessments are introduced after cognitive impairment has begun to disrupt the real-world functioning of the person. Moreover, these tools are paper-pen based and fail to replicate the real-world situations wherein the person ultimately lives, acts and grows. The lack of tools for early detection of dementia, combined with absence of reliable pharmacological cure compound the problems associated with dementia diagnosis and care. Advancement of technology has facilitated early prediction of disease like cancer, diabetes, heart disease, but hardly any such translation has been observed for dementia or cognitive impairment. Given this background, we examine the potential of Virtual Reality (VR) and 3D Mobile-based goal-oriented games for cognitive assessment. We evaluate three games (2 in VR, one in mobile) among 82 young participants (aged 18-28 years) and compare and contrast the game-based results with their Addenbrooke Cognitive Examination (ACE-III) scores. Three main analysis methods are used: Correlative, Z-score and Regression analysis. Positive correlation was observed for ACE-III and game-based scores. Z-scores analysis revealed no difference between the two scores, and stronger statistical significance was found between game scores and cognitive health factors like age, smoking compared to ACE-III. Specific game performances also revealed about real-world traits of participants, like hand-use confusion and direction confusion. Results establish the plausibility of using goal-oriented games for more granular, time-based, and functional cognitive assessment.
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Affiliation(s)
- Yesoda Bhargava
- Cognitive Neuroscience Lab, Department of Biological Sciences, BITS Pilani K. K. Birla Goa Campus, Goa, 403726, India
| | - Ashwani Kottapalli
- Cognitive Neuroscience Lab, Department of Biological Sciences, BITS Pilani K. K. Birla Goa Campus, Goa, 403726, India
| | - Veeky Baths
- Cognitive Neuroscience Lab, Department of Biological Sciences, BITS Pilani K. K. Birla Goa Campus, Goa, 403726, India.
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Román FJ, Gutiérrez P, Ramos-Cejudo J, González-Calero PA, Gómez-Martín PP, Larroy C, Martín-Brufau R, López-Cavada C, Quiroga MÁ. Checking Different Video Game Mechanics to Assess Cognitive Abilities in Groups with and without Emotional Problems. J Intell 2023; 12:1. [PMID: 38275977 PMCID: PMC10816884 DOI: 10.3390/jintelligence12010001] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/17/2023] [Revised: 11/03/2023] [Accepted: 12/18/2023] [Indexed: 01/27/2024] Open
Abstract
This study assesses cognitive abilities through video games for entertainment (Blek, Edge, and Unpossible) that were programmed from scratch to record players' behavior and the levels achieved in a sample without emotional problems and in one with emotional problems. The non-emotional-problem sample was recruited from three universities and two bachelor's degree programs. The emotional-problem sample was recruited from two outpatient centers. The participants in the emotional-problem sample completed reduced versions of the ability tests and video games, as required by their emotional problems. Three subtests of the Differential Aptitude Test that assessed abstract reasoning, visuospatial reasoning, and perceptual speed were selected as ability tests. All participants were required to complete a mental health questionnaire (PROMIS) and a brief questionnaire on their gaming habits and previous experience with the video games used. The results that were obtained showed good convergent validity of the video games as measures of cognitive abilities, and they showed that the behavior of players in the sample without emotional problems while playing predicted the level achieved in the Blek and Unpossible game fragments, but this was only true for Unpossible in the emotional-problem sample; finally, shorter versions of the Blek and Edge game fragments can be used because they maintain their good psychometric properties.
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Affiliation(s)
- Francisco J. Román
- Department of Biological and Health Psychology, Autonomous University of Madrid, 28049 Madrid, Spain
| | - Pablo Gutiérrez
- Department of Software Engineering and Artificial Intelligence, Complutense University of Madrid, 28040 Madrid, Spain; (P.G.); (P.A.G.-C.); (P.P.G.-M.)
| | - Juan Ramos-Cejudo
- Department of Psychology, Camilo José Cela University, 28692 Madrid, Spain;
- Mind Group Ltd., 28008 Madrid, Spain
| | - Pedro Antonio González-Calero
- Department of Software Engineering and Artificial Intelligence, Complutense University of Madrid, 28040 Madrid, Spain; (P.G.); (P.A.G.-C.); (P.P.G.-M.)
| | - Pedro Pablo Gómez-Martín
- Department of Software Engineering and Artificial Intelligence, Complutense University of Madrid, 28040 Madrid, Spain; (P.G.); (P.A.G.-C.); (P.P.G.-M.)
| | - Cristina Larroy
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain;
| | - Ramón Martín-Brufau
- Unidad de Corta Estancia, Hospital Psiquiátrico Román Alberca, National Service of Health, 30120 Murcia, Spain;
| | - Carlos López-Cavada
- Behavior, Emotions, and Health Research Group, Department of Psychology, Universidad Europea de Madrid, 28670 Madrid, Spain;
| | - María Ángeles Quiroga
- Department of Social, Work and Differential Psychology, Complutense University of Madrid, 28223 Madrid, Spain;
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Lubbe D, Petri PS. Cognitive Dyadic Measurements: A Game-Changer? Construction and First Validation of Three Cognitively Demanding Competitive Tasks. JOURNAL OF PSYCHOEDUCATIONAL ASSESSMENT 2023. [DOI: 10.1177/07342829221149155] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/11/2023]
Abstract
Competition among individuals is a natural mode of determining who is fittest. While in nature, economics, and sports, it is common to infer ability or aptitude from the outcome of competitions, our knowledge on its effects in regard to psychological/educational assessment is scarce. In the present pilot study, we explore a measurement approach for assessing individual differences in interpersonal, face-to-face competitions, based on a set of cognitively demanding, competitive, fast-paced, two-opponent tasks. For initial task evaluation, we conducted comprehensive reliability and construct validation analyses, considering cognitive ability, motivation, and personality measures. Moreover, using structural equation models we conducted a simultaneous factorization of the tasks with the other validation measures. The results suggest that the newly developed tasks measure both cognitive ability (intelligence) as well as a competition-specific component. The competition-specific component was positively associated with experience in competitive gaming and negatively correlated with neuroticism. While the pattern of validities was promising, the measurements’ reliabilities were yet unsatisfactory. Implications for future research as well as the design of competition-based measurements are discussed.
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Affiliation(s)
- Dirk Lubbe
- Brandenburg Medical School Theodor Fontane, Neuruppin, Germany
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Ono T, Sakurai T, Kasuno S, Murai T. Novel 3-D action video game mechanics reveal differentiable cognitive constructs in young players, but not in old. Sci Rep 2022; 12:11751. [PMID: 35864114 PMCID: PMC9304325 DOI: 10.1038/s41598-022-15679-5] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/02/2022] [Accepted: 06/28/2022] [Indexed: 12/02/2022] Open
Abstract
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 essentially represent one cognitive construct. To profile cognitive functioning in a more ecologically valid setting, we developed a novel 3-D action shooter video game explicitly designed to engage multiple cognitive domains. We compared gameplay data with results from a web-based cognitive battery (WebCNP) for 158 participants (aged 18–74). There were significant negative main effects on game performance from age and gender, even when controlling for prior video game exposure. Among younger players, game mechanics displayed significant and unique correlations to cognitive constructs such as aim accuracy with attention and stealth with abstract thinking within the same session. Among older players the relation between game components and cognitive domains was unclear. Findings suggest that while game mechanics within a single game can be deconstructed to correspond to existing cognitive metrics, how game mechanics are understood and utilized likely differs between the young and old. We argue that while complex games can be utilized to measure distinct cognitive functions, the translation scheme of gameplay to cognitive function should not be one-size-fits-all across all demographics.
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Affiliation(s)
- Tomihiro Ono
- Department of Psychiatry, Kyoto University Hospital, Yoshida konoe cho, Sakyo-ku, Kyoto, Kyoto, 606-8501, Japan. .,BonBon Inc., Kyoto, Japan.
| | - Takeshi Sakurai
- BonBon Inc., Kyoto, Japan.,Department of Drug Discovery Medicine, Graduate School of Medicine, Kyoto University, Kyoto, Japan
| | | | - Toshiya Murai
- Department of Psychiatry, Graduate School of Medicine, Kyoto University, Kyoto, Japan
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Measuring Personality through Images: Validating a Forced-Choice Image-Based Assessment of the Big Five Personality Traits. J Intell 2022; 10:jintelligence10010012. [PMID: 35225927 PMCID: PMC8883940 DOI: 10.3390/jintelligence10010012] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/14/2021] [Revised: 02/03/2022] [Accepted: 02/04/2022] [Indexed: 11/17/2022] Open
Abstract
Selection methods are commonly used in talent acquisition to predict future job performance and to find the best candidates, but questionnaire-based assessments can be lengthy and lead to candidate fatigue and poor engagement, affecting completion rates and producing poor data. Gamification can mitigate some of these issues through greater engagement and shorter testing times. One avenue of gamification is image-based tests. Although such assessments are starting to gain traction in personnel selection, few studies describing their validity and psychometric properties exist. The current study explores the potential of a five-minute, forced-choice, image-based assessment of the Big Five personality traits to be used in selection. Study 1 describes the creation of the image pairs and the selection of the 150 best-performing items based on a sample of 300 respondents. Study 2 describes the creation of machine-learning-based scoring algorithms and tests of their convergent and discriminate validity and adverse impact based on a sample of 431 respondents. All models showed good levels of convergent validity with the IPIP-NEO-120 (openness r = 0.71, conscientiousness r = 0.70, extraversion r = 0.78, agreeableness r = 0.60, and emotional stability r = 0.70) and were largely free from potential adverse impact. The implications for recruitment policy and practice and the need for further validation are discussed.
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Willis C, Powell-Rudy T, Colley K, Prasad J. Examining the Use of Game-Based Assessments for Hiring Autistic Job Seekers. J Intell 2021; 9:jintelligence9040053. [PMID: 34842751 PMCID: PMC8628896 DOI: 10.3390/jintelligence9040053] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/15/2021] [Revised: 10/22/2021] [Accepted: 10/26/2021] [Indexed: 11/16/2022] Open
Abstract
Although people with autism are protected under the Americans with Disabilities Act of 1990, there is little theoretical or practical effort to determine whether traditional pre-employment assessments unfairly impact autistic job seekers. Due to the lack of emphasis on social communication, game-based assessments (GBAs) may offer a way of assessing candidate ability without disadvantaging autistic candidates. A total of 263 autistic job seekers took one of two game-based assessment packages designed to measure cognitive ability. After comparing their results to 323 college-graduate job seekers in the general population, we found that performance on the GBAs was generally similar in both populations, although some small differences were detected. Implications for hiring decisions are discussed.
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Affiliation(s)
- Colin Willis
- HireVue, Inc., South Jordan, UT 84095, USA
- Correspondence:
| | | | - Kelsie Colley
- Department of Psychology, Colorado State University, Fort Collins, CO 80523, USA; (K.C.); (J.P.)
| | - Joshua Prasad
- Department of Psychology, Colorado State University, Fort Collins, CO 80523, USA; (K.C.); (J.P.)
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Peters H, Kyngdon A, Stillwell D. Construction and validation of a game-based intelligence assessment in minecraft. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106701] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
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Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization. REVIEW OF MANAGERIAL SCIENCE 2020. [DOI: 10.1007/s11846-020-00378-0] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
Abstract
AbstractHuman resource professionals increasingly enhance their assessment tools with game elements—a process typically referred to as “gamification”—to make them more interesting and engaging for candidates, and they design and use “serious games” that can support skill assessment and development. However, commercial, off-the-shelf video games are not or are only rarely used to screen or test candidates, even though there is increasing evidence that they are indicative of various skills that are professionally valuable. Using the strategy game Civilization, this proof-of-concept study explores if strategy video games are indicative of managerial skills and, if so, of what managerial skills. Under controlled laboratory conditions, we asked forty business students to play the Civilization game and to participate in a series of assessment exercises. We find that students who had high scores in the game had better skills related to problem-solving and organizing and planning than the students who had low scores. In addition, a preliminary analysis of in-game data, including players’ interactions and chat messages, suggests that strategy games such as Civilization may be used for more precise and holistic “stealth assessments,” including personality assessments.
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