This study looks at how playing online games effects short-term fluid reasoning ability. 60 people participated in the study, and were divided into 3 groups of 20. One group took a reasoning test after playing no game, one group after playing Tetris, and one group after playing Flappy Bird. A statistical analysis was then performed to see if any increase in ability occurred. While there were some slight differences, only one question implied a statistically significant gap in performance between game players and non-game players.
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1. Introduction
Decades of research have shown that our brains, even in adulthood, are capable of rewiring neural pathways based on changes in behavior. Although this may sound intuitive, it wasnt a commonly held notion until the early 1900s, when Karl Lashley provided evidence of changes in the synapses of rhesus monkeys. In the 1960s, researchers began looking at cases of adults who suffered massive strokes, yet were able to regain functioning, demonstrating that the brain was more malleable, or plastic, than previously believed. In modern times, people have sought to utilize this trait to increase reasoning skills, or fluid intelligence.
According to psychologist Raymond Cattell, there are two factors of intelligence: fluid and crystallized (Fluid and Crystallized Intelligence - Learning Cybernetics). Fluid intelligence is the ability to think logically and solve problems in new situations, and is independent of acquired knowledge. Because of this, it has little correlation with standardized test performance. (Trafton, 2011) Crystallized intelligence is the ability to use skills, knowledge, and experience (for example: vocabulary), and correlates with test performance. Because crystallized intelligence is contingent upon learning, it is possible to increase it through study (Miller, 2014). On the contrary, fluid intelligence has long been thought to be innate and unmalleable; however, recent studies have shown that this isnt the case. (National Science Foundation, 2008)
I hypothesize that short-term playing of videogames will not have a statistically significant effect on fluid intelligence, because subjects will not be exposed for long enough.
2. Methods
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This section details the experimental process, which includes materials, design, and procedure. In order to come up with the design of my study, I perused multiple studies on the games and intelligence (Hurley, 2012). For my experiment, I recruited participants through the internet. I, and several of my family members, posted a link to my site in various groups. Although not everyone who began the test completed it, I received around 90 responses. In order to increase sampling randomization, I selected 20 participants from each category to run statistical tests on. The test consisted of 13 questions, which covered solely fluid intelligence tasks (pattern recognition and logic). After clicking on the Take The Test link on my website, participants were sent to a screen showing instructions and one of three games: Tetris, Flappy Bird, or no game. Which game loaded was determined randomly by the sites code. After playing the game for 2 minutes, the game disappeared, and was replaced by a link to the test.
2.1 Design I selected two general types of games: a logic game (tetris), and a mindless game (flappy bird). This was to ascertain if and how playing different types of games would affect test performance.
In order to analyze the overall scores, I ran an ANOVA, or analysis of variance, test. This test determines if there is a statistically significant difference between group means (i.e. a t-test but applied to multiple groups). (VassarStats) To analyze individual questions, I ran t-tests across responses for each question. (Kristopher J. Preacher)
3. Results
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Ive included a table for each category (Flappy Bird, Tetris, and No Game). Each table has the first 20 tests submitted for that category. The complete list of all the tests completed is in Appendix A.
Table 1 shows the Flappy Bird results, Table 2 shows the total right answers for all questions and the average Total score.
Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8 Q9 Q10 Q11 Q12 Q13 AVG TOTAL 13 15 11 18 14 13 18 13 20 19 4 15 14 9.35 Table 2. Total Correct for Flappy Bird and Average Total Score.
Q11 was the question that Flappy Bird players did the worst on. All flappy bird players answered Q9 correctly. Demographic data is in the Appendix, but the age of Flappy Bird players ranged Videogames and Fluid Intelligence P a g e | 5
from 17 to 59, with an average of 30. The breakdown of self-identified gender for Flappy Bird players was 9 men, 9 women, 1 N/A, and 1 other.
No Game was my control group. No Game results are shown in Table 3 and 4.
Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8 Q9 Q10 Q11 Q12 Q13 AVG TOTAL 12 10 12 20 9 5 15 8 19 19 3 14 17 8.15 Table 4. Total Correct for No Game and Average Total Score.
Q11 was the hardest question for No Game players. Q9, Q10, and Q4 all had 19 or more correct answers. . The average age for this group was 46, and ages ranged from 17-67. The gender breakdown was 12 men and 8 women.
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Tetris was the second game (which replaced Speed Run). Table 5 and 6 show the scores for Tetris:
Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8 Q9 Q10 Q11 Q12 Q13 AVG TOTAL 9 15 11 17 12 9 14 9 19 20 7 17 14 8.65 Table 6. Total Correct for Tetris and Average Total Score.
Q11 was the toughest question for Tetris players. Q9 and Q10 both had above 19 correct responses. The average age was 35, and players ranged from 15-67. The gender breakdown for Tetris was 12 men and 8 women.
No Game had the lowest average score of 8.15, Tetris was slightly higher with 8.65, and Flappy Bird was the highest at 9.35. Q2, Q5, Q6, and Q8 each have a difference of at least 5 between Videogames and Fluid Intelligence P a g e | 7
highest and lowest score. These will be the trends that I examine in the next section to evaluate my hypothesis.
4 Analysis and Discussion In this section I analyze the results from earlier. 4.1 Did Games Improve Test Scores While the scores rose for games, we need to test them with statistics. The first test I ran was an ANOVA test between the 20 scores for each of the three groups. Table 7 has the results of the test. Tetris No Game Flappy Bird Total N 20 20 20 60 Total 173 163 187 523 Mean 8.65 8.15 9.35 8.72 Total Squared 1671 1433 1845 4949 Variance 9.19 5.5 5.08 6.61 Std. Dev 3.03 2.35 2.25 2.57 Std. Err 0.68 0.52 0.5 0.33
p 0.34 Table 7. ANOVA of Total Treatment.
Clearly the findings were not significant. 4.2 Did Game Use Affect Any Questions
I also looked at the individual questions asked. I used a 2 x 3 Chi Square test to evaluate each of the thirteen questions as shown in Table 8. Q1 Q2 Q3 Q4 Q5 Q6 Q7 No Game 12 10 12 20 9 5 15 Flappy Bird 13 15 11 18 14 13 18 Tetris 1 2 3 4 5 6 7 P 0.41 0.15 0.93 0.31 0.27 0.04 0.27 Videogames and Fluid Intelligence P a g e | 8
Q8 Q9 Q10 Q11 Q12 Q13 No Game 8 19 19 3 14 17 Flappy Bird 13 20 19 4 15 14 Tetris 8 9 10 11 12 13 P 0.44 0.55 0.55 0.35 0.44 0.45 Table 8. Chi Square p-values for All Questions.
These results look mostly in line with my ANOVA results. Theres one exception with Question 6.
Figure 1. Q6 From The Fluid Reasoning Test.
Since Q6 shows as a significant p-value of 0.04, I ran T-tests to see if both games were significantly different. Table 9 shows the basics of this test.
Game FB-NG FB-T NG-T P 0.02 0.34 0.32 Table 9. T Test p-values for Q6.
Only the Flappy Bird versus No Game showed a significant difference. This might just be from chance due to the number of tests run, but the level of significance suggests its worth exploring in the future. So games did not help improve fluid intelligence except in this very limited example.
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Works Cited
Angeles Quiroga, M. M., Roman, F. J., Catalan, A. A., Rodriguez, H. H., Ruiz, J. J., Herranz, M. M., & Colom, R. R. (2011). Videogame Performance (Not Always) Requires Intelligence. International Journal Of Online Pedagogy And Course Design, 1(3), 18-32. doi:10.4018/ijopcd.2011070102
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California Institute of Technology. (2009, March 12). Neuroscientists map intelligence in the brain. ScienceDaily. Retrieved April 20, 2014 from www.sciencedaily.com/releases/2009/03/090311124020.htm
Colom, R., Quiroga, M., Solana, A., Burgaleta, M., Roman, F. J., Privado, J., & ... Karama, S. (2012). Structural changes after videogame practice related to a brain network associated with intelligence. Intelligence, 40(5), 479-489.
Far transfer to language and math of a short software-based gaming intervention. (2014, March 12). Far transfer to language and math of a short software-based gaming intervention. Retrieved April 26, 2014, from http://www.pnas.org/content/early/2014/04/02/1320217111
Hurley, D. (2012, April 21). Can you make yourself smarter?. The New York Times. Retrieved , from http://www.nytimes.com/2012/04/22/magazine/can-you-make-yourself- smarter.html?pagewanted=all&_r=1&
Hurley, D. (2014, April 7). New studies show promise for brain training in improving fluid intelligence. The Atlantic. Retrieved April 26, 2014, from http://www.theatlantic.com/health/archive/2014/04/new-studies-show-promise-for-brain- training-in-improving-fluid-intelligence/360290/ Kuszewski, A. (2011, March 7). You can increase your intelligence: 5 ways to maximize your cognitive potential | Guest Blog, Scientific American Blog Network. Scientific American Global RSS. Retrieved , from http://blogs.scientificamerican.com/guest- blog/2011/03/07/you-can-increase-your-intelligence-5-ways-to-maximize-your-cognitive- potential/
Martinez, K., Solana, A., Burgaleta, M., Hernandez-Tamames, J., Alvarez-Linera, J., Roman, F., & ... Colom, R. (n.d). Changes in resting-state functionally connected parietofrontal networks after videogame practice. Human Brain Mapping, 34(12), 3143-3157.
Miller, J. (2014, March 27). This 5-step mental workout will make you smarter. Co.Create. Videogames and Fluid Intelligence P a g e | 10
Retrieved , from http://www.fastcocreate.com/3028251/this-5-step-mental-workout-will- make-you-smarter
National Science Foundation. (2008, June 6). Plastic brain outsmarts experts: training can increase fluid intelligence, once thought to be fixed at birth. ScienceDaily. Retrieved April 29, 2014 from www.sciencedaily.com/releases/2008/06/080605163804.htm
Queen Mary, University of London. (2013, August 21). Playing video games can boost brain power. ScienceDaily. Retrieved April 29, 2014 from www.sciencedaily.com/releases/2013/08/130821094924.htm
Trafton, A. (2011, December 11). Even when test scores go up, some cognitive abilities dont. MIT News. Retrieved , from http://newsoffice.mit.edu/2013/even-when-test-scores-go- up-some-cognitive-abilities-dont-1211
Watching molecules morph into memories: Breakthrough allows scientists to probe how memories form in nerve cells. (2014, January 23). ScienceDaily. Retrieved April 26, 2014, from http://www.sciencedaily.com/releases/2014/01/140123141711.htm
VassarStats: Statistical Computation Web Site. (n.d.). VassarStats: Statistical Computation Web Site. Retrieved May 10, 2014, from http://vassarstats.net/
Kristopher J. Preacher. (n.d.). Kristopher J. Preacher. Retrieved May 12, 2014, from http://www.quantpsy.org/
Fluid and Crystallized Intelligence - Learning Cybernetics. (n.d.). Fluid and Crystallized Intelligence - Learning Cybernetics. Retrieved May 10, 2014, from https://sites.google.com/site/learningcybernetics/fluid-and-crystallized-intelligence Videogames and Fluid Intelligence P a g e | 11
Appendix A
The reasoning test used for this study can be found at: https://docs.google.com/forms/d/10Q2YJ4NTQ2DX0vKhQcVfseFKKLl0MMQ3Fe3qmCy8III/view form?sid&c=0&w=1&token
The games are available through: http://vyff.weebly.com/take-the-test.html
Ending Undernutrition: Our Legacy To The Post 2015 Generation Lawrence Haddad Institute of Development Studies in Partnership With The Children's Investment Fund Foundation