I consider the popular board game Pandemic from a number of different angles. What makes it an interesting game, cognitively speaking? I touch on decision making, attention, cooperation, and also the Legacy and iPad versions.
Burgle Bros, Mechs vs. Minions, Pandemic, Pandemic Legacy
Daviau, R. & Leacock, M. (2017), The Making of ‘Pandemic Legacy,’ GDC 2017.
Schank, R. C. (1995). Tell Me a Story: Narrative and Intelligence. Evanston, IL: Northwestern University Press.
Sherif, M. (1961). Intergroup Conflict and Cooperation: The Robbers Cave Experiment. Toronto: York University.
Treisman, A. M., & Gelade, G. (1980). A feature-integration theory of attention. Cognitive Psychology, 12, 97-136.
You need to have focused attention while playing games. If you don’t, you might miss a critical move in a board game, or totally miss that other player about to blast you in Call of Duty. This episode considers how attention works as we play games.
Captain Sonar, Horizon Zero Dawn, Pandemic Legacy, Stroop
James, W. (2013). The Principles of Psychology. New York: Henry Holt and Company.
Simons, D. J., & Chabris, C. F. (1999). Gorillas in our midst: Sustained inattentional blindness for dynamic events. Perception, 28(9), 1059-1074.
Simons, D. J., & Levin, D. T. (1998). Failure to detect changes to people during a real-world interaction. Psychonomic Bulletin & Review, 5(4), 644-649.
Stroop, J. R. (1935). Studies of interference in serial verbal reactions. Journal of Experimental Psychology, 18(6), 643-662.
Simons and Chabris Visual Attention Demo
Simons and Levin Visual Attention Demo
Change Blindness Demo