Kokkinakis Athanasios V, Cowling Peter I, Drachen Anders, Wade Alex R
Department of Psychology, University of York, York, United Kingdom.
Department of Computer Science, University of York, York, United Kingdom.
PLoS One. 2017 Nov 15;12(11):e0186621. doi: 10.1371/journal.pone.0186621. eCollection 2017.
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.
每天有数亿人玩对智力要求较高的电子游戏。在这些游戏中的个人表现能告诉我们关于认知的哪些信息呢?在此,我们描述两项研究,它们考察了智力与全球最流行的电子游戏类型之一(多人在线战斗竞技游戏:MOBA)中的游戏表现之间的潜在联系。在第一项研究中,我们表明,在流行的MOBA游戏《英雄联盟》中的表现与在受控实验室条件下测得的流体智力相关。在第二项研究中,我们还表明,两款最广泛游玩的MOBA游戏(《英雄联盟》和《刀塔2》)的游戏表现的年龄分布与原始流体智力的年龄分布相匹配。我们讨论并扩展了先前关于智力与电子游戏的文献,并提出商业电子游戏在全球人口层面可作为认知表现的“替代”测试。