Methodology

How GameTan measures cognitive abilities, where the norms come from, and what we do not measure.

1. Scientific foundation

GameTan implements a set of cognitive paradigms from peer-reviewed literature. We do not invent metrics. Each paradigm below is an established tool used in cognitive psychology research for decades.

Paradigms used

ParadigmMeasuresPrimary citation
Simple Reaction TimePure motor response latencyBridges et al. 2020 (human-benchmark.com data, N≈81M)
Stroop TaskInterference suppressionStroop 1935; MacLeod 1991 meta-analysis
Eriksen FlankerSelective attentionEriksen & Eriksen 1974
Go/No-GoResponse inhibitionDonders 1869; Logan 1994
N-Back (2-back spatial)Working memory under loadOwen et al. 2005; Jaeggi et al. 2010
Corsi BlockVisuospatial STM spanCorsi 1972; Kessels et al. 2000 meta-analysis
Multiple Object Tracking (MOT)Visual tracking capacityPylyshyn & Storm 1988
Task SwitchingCognitive flexibilityMonsell 2003; Kiesel et al. 2010
UFOV (Useful Field of View)Visual attention breadthBall et al. 1988; Edwards et al. 2005
Dual-TaskConcurrent attention allocationPashler 1994; Wickens 2002
BARTRisk sensitivityLejuez et al. 2002
Mental RotationSpatial reasoningShepard & Metzler 1971
Perspective TakingVisuospatial perspective shiftMichelon & Zacks 2006; Samson et al. 2010
Posner Cueing (rebuild in progress)Attentional orientingPosner 1980; Posner & Petersen 1990
Iowa Gambling Task (rebuild in progress)Decision under uncertaintyBechara et al. 1994
Sensorimotor Synchronization (rebuild in progress)Rhythm tapping / timing precisionRepp 2005 review

2. Scoring

Raw scores (reaction time in ms, accuracy %, span length, effect size in ms, threshold duration, etc.) are converted to percentile ranks using the normal CDF (Abramowitz & Stegun approximation) with population-level mean and standard deviation from the cited literature. Percentile values are clamped to the 1–99 range to avoid degenerate output at the tails.

For each dimension, we report:

3. Normative data sources

We use published norms wherever they exist. We do NOT collect or publish our own professional player norms — no such claim appears anywhere in the product.

Where literature norms are unavailable (pursuit rotor, Posner cueing in gaming context, etc.), we mark the dimension as beta in the report and say so explicitly.

4. Test-retest reliability

Per published literature:

These values drive the 95% confidence intervals in Deep Assessment reports. Lower reliability = wider interval.

5. Trainability estimates (in Deep report)

Based on meta-analyses of cognitive training:

6. What we explicitly cannot do

7. Known sources of measurement variance

8. Changelog

Questions, critiques, corrections

If you spot an error in citations, a better normative source, or want to collaborate on validation work, please open an issue at our public research repo.

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