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  1. What Has the Study of Digital Games Contributed to the Science of Expert Behavior?Neil Charness - 2017 - Topics in Cognitive Science 9 (2):510-521.
    I review the historical context for modeling skilled performance in games. Using Newell's concept of time bands for explaining cognitive behavior, I categorize the current papers in terms of time scales, type of data, and analysis methodologies. I discuss strengths and weaknesses of these approaches for describing skill acquisition and why the study of digital games can address the challenges of replication and generalizability. Cognitive science needs to pay closer attention to population representativeness to enhance generalizability of findings, and to (...)
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  • Testing Sleep Consolidation in Skill Learning: A Field Study Using an Online Game.Tom Stafford & Erwin Haasnoot - 2016 - Topics in Cognitive Science 8 (4).
    Using an observational sample of players of a simple online game, we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night's sleep and those whose breaks in practice probably did not contain a night's sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, but (...)
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  • Testing Sleep Consolidation in Skill Learning: A Field Study Using an Online Game.Tom Stafford & Erwin Haasnoot - 2017 - Topics in Cognitive Science 9 (2):485-496.
    Using an observational sample of players of a simple online game, we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night's sleep and those whose breaks in practice probably did not contain a night's sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, but (...)
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  • Attention Does Not Affect the Speed of Subjective Time, but Whether Temporal Information Guides Performance: A Large‐Scale Study of Intrinsically Motivated Timers in a Real‐Time Strategy Game.Robbert Mijn & Hedderik Rijn - 2021 - Cognitive Science 45 (3):e12939.
    Many prepared actions have to be withheld for a certain amount of time in order to have the most beneficial outcome. Therefore, keeping track of time accurately is vital to using temporal regularities in our environment. Traditional theories assume that time is tracked by means of a clock and an “attentional gate” (AG) that modulates subjective time if not enough attentional resources are directed toward the temporal process. According to the AG theory, the moment of distraction does not have an (...)
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  • Games for Psychological Science.Andrew Howes - 2017 - Topics in Cognitive Science 9 (2):533-536.
    How does the cognitive system, as a whole, act to generate behaviour? A crucial requirement for science aimed at answering this question is that any empirical paradigm is developed hand in hand with robust theoretical models that explain the emergence of behavioural strategies. Complex games have the potential to be one such paradigm.
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  • Game‐XP: Action Games as Experimental Paradigms for Cognitive Science.Wayne D. Gray - 2017 - Topics in Cognitive Science 9 (2):289-307.
    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to “accept a single complex task and do all of it.” More specifically, he told us that rather than taking an “experimental psychology as usual approach,” we should “focus on a series of experimental and theoretical studies around a single complex task” so as to demonstrate that our theories of (...)
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  • Allen Newell's Program of Research: The Video‐Game Test.Fernand Gobet - 2017 - Topics in Cognitive Science 9 (2):522-532.
    Newell argued that progress in psychology was slow because research focused on experiments trying to answer binary questions, such as serial versus parallel processing. In addition, not enough attention was paid to the strategies used by participants, and there was a lack of theories implemented as computer models offering sufficient precision for being tested rigorously. He proposed a three-headed research program: to develop computational models able to carry out the task they aimed to explain; to study one complex task in (...)
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