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Videogames and Fluid Intelligence P a g e | 1

Videogames and Fluid Intelligence



Newton North High School

Avianna Vyff








Abstract

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 between the overall test scores of
the groups, only one question showed a statistically significant gap in performance
(determined by a t-test) between game players and non-game players. This was a math
question on which those who played Flappy Bird and Tetris performed better.

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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. (Maguire, 2006) This can change how you
think, feel, and even perceive things. For example, if you were to wear a blindfold for two days,
your visual cortex would reorganize itself to process touch and sound, instead of sight, making
those senses more acute. After removing the blindfold, your brain would return to its original
state within 24 hours. 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 (Nieuwenhuys, 1988). In the 1960s, researchers began looking at cases of adults who
suffered massive strokes, yet were able to regain normal brain function, 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, also known as 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 apply skills, knowledge, and experience (for
example: vocabulary) to a situation, and correlates strongly with test performance and memory.
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-- training on certain
memory tasks can transfer to higher fluid intelligence scores on actual IQ tests. (National
Science Foundation, 2008)

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Games have the potential to mold our minds. The most widely known test of fluid intelligence is
the dual N-back test. Developed by psychologists, it aims to improve pattern recognition and
memory. During the game, the player is shown a picture. His/her task is then to find a match
between the image and the image N (a variable greater than 1) pictures back, and, if it
matches, press a corresponding match key. The dual, or auditory component, functions the
same way except with sounds that are played with each image. This game has been shown to
conclusively increase performance on fluid IQ tests (Jaeggi, 2008). However, the dual N-back is
difficult for users to grasp, especially through text-based instructions, and, once they get the
hang of it, not very entertaining. Furthermore, in order to get results, one must play the game
30-40 minutes a day, 5 days a week. (Jaeggi, 2008) This is quite a chore with a game that many
people find boring and repetitive. Because of this, efforts have been made to create fun mind
games that will engage and increase the memory of the user. One famous example is the site
Lumosity, which has around 40 million subscribers (Carpenter, 2014). This site claims to
increase IQ over long periods of time with entertaining logic and memory games, and its claims
are corroborated by studies showing increased performance on fluid intelligence games. (Hardy,
2011)

In my research, I could find no studies looking at the short-term effects of playing videogames
on fluid intelligence. Thus, I wanted to see if playing different games for a short amount of time
(two minutes) would influence peoples intelligence. I then designed an experiment to study the
short term effects of playing different games (typical fun games, as opposed to games
designed specifically increase memory).

I hypothesized that short-term playing of videogames would not have a statistically significant
effect on fluid intelligence, because subjects would not be exposed for long enough for the
games to have an impact based on Jaeggi. However, this test seemed worthwhile since
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confirmation of the null hypothesis could point toward future research if short term gains could
be conclusively ruled out.

2. Methods
This section details the experimental process, which includes materials, design, and procedure.

2.1 Design
My independent variables were No Game (the control group), Tetris, Flappy Bird, and Speed
Run. My dependent variable was test score (the total score out of 13 questions). Flappy bird is a
mindless game, in which the user clicks to move a bird up and down and avoid obstacles.
Tetris and Speed Run are both logic gamesTetris is a classic puzzle game that relies heavily
on shape and pattern recognition (textbook fluid IQ skills), and Speed Run is a variant of the
Dual N-back game mentioned earlier. My goal was to ascertain if, and how, playing different
types of games would affect intelligence test performance.

For my experiment, I recruited participants on the internet by snowball effect. I posted a link in
various groups, and asked others to repost it, who asked others to repost it, and so on.
Participants clicked on the link blindlythey were not told that there were multiple games, or
anything about the experiment (I simply told them it would take around 30 minutes). 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 a simple javascript program on the site. After playing the game for 2
minutes, the game disappeared, and was replaced by a link to the fluid intelligence test I
sampled from existing tests.

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Although not everyone who began the test completed it, I received 103 responses. In order to
include sampling randomization, I randomly selected 20 participants from each category
except for Speed Run--to run statistical tests on and check for correlations. I had to drop the
variable of Speed Run because there were an disproportionately low number of responses,
meaning people were most likely becoming frustrated and quitting before making it to the quiz.

The IQ test I created consisted of 13 questions, which tested only fluid intelligence (pattern
recognition and logic). I found and adapted the questions from copyright-free online IQ tests,
which included answers. Because there were so few questions available, the questions were
quite difficult in order to prevent inflated scores.

In order to analyze the overall scores, I ran an ANOVA, or analysis of variance, test. This
analyzes the differences between group means-- i.e. the variation between groups. It is used
to show whether there is a significant difference within the group, but not which group is
significant. (VassarStats) If there had been significant variation, I would have run t-tests
between each group to see which was the outlier. To analyze scores on individual questions, I
ran t-tests across the responses for each question. I used Fishers Exact Test (FET), as it is
better for smaller sample sizes. (Kristopher J. Preacher) This test suggested a significant
difference on one question.

3. Results

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 B. In this section I will simply state the base results and explore those results more
fully in my analysis section.
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Table 1 shows the Flappy Bird scores; 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 TOTAL
P1 1 1 1 1 1 1 1 1 1 1 0 0 1 11
P2 0 1 0 0 0 0 1 0 1 0 0 1 0 4
P3 0 1 0 1 1 0 0 0 1 1 0 0 1 6
P4 1 1 1 1 0 1 1 1 1 1 0 1 1 11
P5 1 0 0 1 0 0 1 1 1 1 0 0 0 6
P6 0 1 0 1 1 1 1 1 1 1 0 1 1 10
P7 1 1 1 1 1 0 1 0 1 1 0 0 1 9
P8 1 0 1 1 1 1 1 0 1 1 0 1 1 10
P9 1 1 1 1 0 0 1 0 1 1 0 1 0 8
P10 1 0 1 1 1 1 1 1 1 1 1 1 1 12
P11 0 1 0 1 1 0 0 1 1 1 1 1 1 9
P12 1 1 0 1 1 1 1 1 1 1 0 1 1 11
P13 0 1 0 1 0 1 1 0 1 1 0 1 0 7
P14 0 1 1 1 0 1 1 1 1 1 1 1 1 11
P15 1 1 1 1 1 1 1 1 1 1 0 1 1 12
P16 1 1 1 0 1 1 1 1 1 1 0 1 1 11
P17 0 0 0 1 1 1 1 1 1 1 0 1 1 9
P18 1 1 0 1 1 0 1 0 1 1 0 1 0 8
P19 1 0 1 1 1 1 1 1 1 1 1 1 1 12
P20 1 1 1 1 1 1 1 1 1 1 0 0 0 10
Table 1. Scores for Flappy Bird.

P1-20 are the people, Q1-13 are the question numbers, and TOTAL is each persons score out
of 13.

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
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.
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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 TOTAL
P1 1 1 0 1 0 0 1 0 1 1 1 0 1 8
P2 0 1 1 1 1 1 1 1 1 1 1 1 1 12
P3 1 0 1 1 0 0 1 0 1 1 0 0 1 7
P4 0 1 0 1 1 0 1 0 1 1 0 1 1 8
P5 1 0 0 1 1 0 1 0 1 1 0 1 1 8
P6 1 0 1 1 1 0 1 1 1 1 0 1 1 10
P7 0 0 0 1 0 0 1 0 1 1 0 0 0 4
P8 1 1 1 1 1 0 1 0 1 1 0 1 1 10
P9 1 0 1 1 1 0 1 1 1 1 0 0 1 9
P10 0 1 1 1 1 0 1 1 1 1 0 1 1 10
P11 0 0 1 1 0 1 1 0 1 1 0 1 1 8
P12 1 0 1 1 0 0 0 0 1 1 0 1 1 7
P13 1 1 1 1 0 1 1 1 1 1 0 1 1 11
P14 1 0 0 1 0 0 0 0 0 0 0 1 0 3
P15 0 1 1 1 1 0 1 0 1 1 0 1 0 8
P16 1 0 0 1 0 0 0 0 1 1 0 1 1 6
P17 1 1 1 1 0 1 1 1 1 1 1 0 1 11
P18
0 0 0 1 0 0 0 1 1 0 1 1 5
P19 0 1 1 1 0 0 1 1 1 1 0 1 1 9
P20 1 1 0 1 1 1 0 1 1 1 0 0 1 9
Table 3. Scores for No Game.

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 TOTAL
P1 1 0 0 1 1 1 0 1 1 1 1 1 1 10
P2 0 1 0 1 1 0 1 0 1 1 0 1 0 7
P3 1 1 1 1 1 1 1 1 1 1 1 1 1 13
P4 1 1 1 1 1 0 1 1 1 1 1 1 1 12
P5 1 1 1 1 1 0 1 1 1 1 1 1 1 12
P6 0 1 1 1 1 1 1 0 1 1 1 1 1 11
P7 0 1 1 1 1 1 1 0 1 1 1 1 1 11
P8 0 1 0 0 1 0 1 1 1 1 0 1 1 8
P9 0 1 0 1 0 0 0 0 1 1 0 1 0 5
P10 0 0 1 1 0 0 0 0 1 1 0 0 0 4
P11 0 1 1 1 0 1 1 1 1 1 0 1 1 10
P12 1 0 1 1 0 1 1 1 1 1 1 1 1 11
P13 1 1 1 1 1 1 0 1 1 1 0 1 1 11
P14 1 1 1 1 1 1 1 1 1 1 0 0 1 11
P15 0 1 1 1 0 0 0 0 1 1 0 1 0 6
P16 0 1 0 1 0 0 1 0 1 1 0 1 1 7
P17 1 1 0 1 1 0 1 0 1 1 0 1 0 8
P18 0 0 0 0 0 0 1 0 0 1 0 0 1 3
P19 0 0 0 0 0 0 1 0 1 1 0 1 0 4
P20 1 1 0 1 1 1 0 0 1 1 0 1 1 9
Table 5. 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
highest and lowest score. These will be the trends that I examine in the next section to evaluate
my hypothesis.

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4 Analysis and Discussion
In this section I analyze the results from earlier for statistical significance. As explained in my
methods, I used an ANOVA test and Fischers Exact Test to evaluate my results. I then
compare this analysis to my hypothesis to either confirm or reject the null hypothesis.
4.1 Did Games Improve Test Scores
While it appears the scores rose for groups that played games, we need to test them with
statistics. First, I ran 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
Let a=0.05
p

0.34
Table 7. ANOVA of Total Treatment.

Here we see that p > a (p is the probability that results obtained were due to random
chance, while a is the probability that you reject the null hypothesis when its actually true. For
rigorous experimentation, an alpha value of 0.05 is commonly used.) This means that there is
no significant difference between group score means. This is in line with my original hypothesis:
short-term game playing does not improve or worsen players fluid intelligence scores. So while
there was a numerical increase for people who played games, that increase was within the
realm of random chance based on my statistical standards. This is interesting, and leaves room
for a follow-up study to test possible long-term effects of these specific games.


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4.2 Did Game Use Affect Any Questions
I also wanted to look at possible differences in individual questions asked. I used a 2 x 3 Chi
Square test to evaluate each of the thirteen questions as shown in Table 8. This is to show if
there is a difference, but not which independent variable is different.

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



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

Let a=0.05
Table 8. Chi Square p-values for All Questions.

In conclusion, p < a for one, and only one, question (question #6, where p = 0.04.

These results are mostly the same as my ANOVA resultsno significant differences, except for
question #6 (shown below), a math pattern recognition question.


Since Q6 showed a strongly 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.

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Only the Flappy Bird versus No Game showed a significant difference. This could be due to
random chance from the number of tests run, but the strong level of significance (<0.05)
suggests it is worth exploring in the future. This result is very interesting because it conflicts with
my original hypothesis, although only slightly. I would ideally like to do a follow up study with a
wider variety of games, played for a longer period of time, to see if playing certain games
correlated with higher scores on certain question types.

In Conclusion

Because results were slightly mixed, I do not have a definite answer to my question. However, I
am failing to reject my null hypothesis because the preponderance of evidence supports the null
hypothesis. The Total Scores showed no significant improvement, and only one question out of
thirteen showed significant improvement. That one question only showed significant
improvement in regards to a single game (and not one of the logic games). Overall, I found no
significant evidence of a short-term fluid IQ increase, except on one question. These points led
me to reject my null hypothesis.

The rejection of Jaeggis Speed Run by users was troubling. It demonstrated the difficulty in
designing a learning game that can both be fun and improve intelligence. If people were
unwilling to play it for 2 minutes, then playing it for the daily required time of 30-40 minutes
seems unrealistic.

What my research suggests is that short-term game playing has little to no effect upon fluid
intelligence in general. However, it may affect performance on low probability questions like
question 6, though the low performance on question 11 does limit any conclusive proof. A
second test looking at prolonged play-time might offer different results. If longer play times
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showed an increase in performance relative to this initial study, it could provide legitimate insight
into the value of brainstorming games prior to tests and learning tasks that involve fluid
intelligence. This project is one small step in determining if a middle ground exists between the
long-term benefits found by Hardy and short-term game playing. Once again, this research will
require many future tests. However, Jaeggai offers some hope in this regard, even if people
rejected Speed Run in my testing.

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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


Videogames and Fluid Intelligence P a g e | 16

Appendix B
The full list of results used.
Gender Game Age Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8 Q9 Q10 Q11 Q12 Q13 TOTAL
male Flappy Bird 50 1 1 1 1 1 1 1 1 1 1 0 0 1 11
Male Flappy Bird 29 0 1 0 0 0 0 1 0 1 0 0 1 0 4
Male Flappy Bird 18 0 1 0 1 1 0 0 0 1 1 0 0 1 6
Male Flappy Bird 18 1 1 1 1 0 1 1 1 1 1 0 1 1 11
Female Flappy Bird 18 1 0 0 1 0 0 1 1 1 1 0 0 0 6
N/A Flappy Bird 31 0 1 0 1 1 1 1 1 1 1 0 1 1 10
female Flappy Bird 18 1 1 1 1 1 0 1 0 1 1 0 0 1 9
female Flappy Bird 38 1 0 1 1 1 1 1 0 1 1 0 1 1 10
other Flappy Bird 24 1 1 1 1 0 0 1 0 1 1 0 1 0 8
Male Flappy Bird 27 1 0 1 1 1 1 1 1 1 1 1 1 1 12
male Flappy Bird 48 0 1 0 1 1 0 0 1 1 1 1 1 1 9
Female Flappy Bird 17 1 1 0 1 1 1 1 1 1 1 0 1 1 11
female Flappy Bird 36 0 1 0 1 0 1 1 0 1 1 0 1 0 7
Female Flappy Bird 27 0 1 1 1 0 1 1 1 1 1 1 1 1 11
100% man Flappy Bird 17 1 1 1 1 1 1 1 1 1 1 0 1 1 12
Female Flappy Bird 34 1 1 1 0 1 1 1 1 1 1 0 1 1 11
Videogames and Fluid Intelligence P a g e | 17

Male Flappy Bird 33 0 0 0 1 1 1 1 1 1 1 0 1 1 9
Male Flappy Bird 26 1 1 0 1 1 0 1 0 1 1 0 1 0 8
f Flappy Bird 59 1 0 1 1 1 1 1 1 1 1 1 1 1 12
Female Flappy Bird 24 1 1 1 1 1 1 1 1 1 1 0 0 0 10
Male No game 32 1 1 0 1 0 0 1 0 1 1 1 0 1 8
Male No game 37 0 1 1 1 1 1 1 1 1 1 1 1 1 12
f No game 61 1 0 1 1 0 0 1 0 1 1 0 0 1 7
Male No game 37 0 1 0 1 1 0 1 0 1 1 0 1 1 8
Male No game 32 1 0 0 1 1 0 1 0 1 1 0 1 1 8
Female No game 23 1 0 1 1 1 0 1 1 1 1 0 1 1 10
F No game 69 0 0 0 1 0 0 1 0 1 1 0 0 0 4
Female No game 31 1 1 1 1 1 0 1 0 1 1 0 1 1 10
f No game 67 1 0 1 1 1 0 1 1 1 1 0 0 1 9
male No game 68 0 1 1 1 1 0 1 1 1 1 0 1 1 10
Male No game 37 0 0 1 1 0 1 1 0 1 1 0 1 1 8
f No game 17 1 0 1 1 0 0 0 0 1 1 0 1 1 7
f No game 61 1 1 1 1 0 1 1 1 1 1 0 1 1 11
Male No game 54 1 0 0 1 0 0 0 0 0 0 0 1 0 3
f No game 68 0 1 1 1 1 0 1 0 1 1 0 1 0 8
m No game 60 1 0 0 1 0 0 0 0 1 1 0 1 1 6
Videogames and Fluid Intelligence P a g e | 18

female No game 32 1 1 1 1 0 1 1 1 1 1 1 0 1 11
Male No game 27 0 0 0 1 0 0 0 1 1 0 1 1 5
m No Game 35 0 1 1 1 0 0 1 1 1 1 0 1 1 9
M No Game 61 1 1 0 1 1 1 0 1 1 1 0 0 1 9
Male Tetris 17 1 0 0 1 1 1 0 1 1 1 1 1 1 10
male Tetris 62 0 1 0 1 1 0 1 0 1 1 0 1 0 7
Male Tetris 17 1 1 1 1 1 1 1 1 1 1 1 1 1 13
Male Tetris 16 1 1 1 1 1 0 1 1 1 1 1 1 1 12
Male Tetris 16 1 1 1 1 1 0 1 1 1 1 1 1 1 12
Male Tetris 15 0 1 1 1 1 1 1 0 1 1 1 1 1 11
Male Tetris 15 0 1 1 1 1 1 1 0 1 1 1 1 1 11
female Tetris 15 0 1 0 0 1 0 1 1 1 1 0 1 1 8
female Tetris 16 0 1 0 1 0 0 0 0 1 1 0 1 0 5
Female Tetris 35 0 0 1 1 0 0 0 0 1 1 0 0 0 4
F Tetris 54 0 1 1 1 0 1 1 1 1 1 0 1 1 10
Male Tetris 59 1 0 1 1 0 1 1 1 1 1 1 1 1 11
F Tetris 39 1 1 1 1 1 1 0 1 1 1 0 1 1 11
M Tetris 36 1 1 1 1 1 1 1 1 1 1 0 0 1 11
female Tetris 59 0 1 1 1 0 0 0 0 1 1 0 1 0 6
male Tetris 45 0 1 0 1 0 0 1 0 1 1 0 1 1 7
Videogames and Fluid Intelligence P a g e | 19

male Tetris 50 1 1 0 1 1 0 1 0 1 1 0 1 0 8
Female Tetris 16 0 0 0 0 0 0 1 0 0 1 0 0 1 3
male Tetris 51 0 0 0 0 0 0 1 0 1 1 0 1 0 4
Female Tetris 67 1 1 0 1 1 1 0 0 1 1 0 1 1 9
Table 9. Respondent answers and demographics.

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