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  1. The Problem of the Task. Pseudo-Interactivity as an Experimental Paradigm of Phenomenological Psychology.Alexander Nicolai Wendt - 2020 - Frontiers in Psychology 11.
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  • The Qualitative Face of Big Data.Alexander Nicolai Wendt - forthcoming - Journal of Dynamic Decision Making:3-1.
    The technological possibilities for new data sources in media psychology, such as online live recordings, called Live Streaming, are growing continuously. These sources do not only offer plentiful quantitative material but also a fairly new access to ecologically valid and unobtrusive observation of problem-solving and decision-making processes. However, to exploit these potentials, epistemological and methodological reflection should guide research. The availability of Big Data and naturally occurring data sets allows to revise the historical controversies on the eligibility of self-description. Drawing (...)
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  • Is There a Problem in the Laboratory?Alexander Nicolai Wendt - 2018 - Frontiers in Psychology 9.
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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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  • 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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