Cognitive Gamer
Episode 06: Cognitive Gamer Cognalysis: Pandemic
Play Episode
Pause Episode
Mute/Unmute Episode
Rewind 10 Seconds
1x
Fast Forward 30 seconds
00:00
/
16:28
Subscribe
Share
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.
Game References
Burgle Bros , Mechs vs. Minions , Pandemic , Pandemic Legacy
Research References
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 .
Cognitive Gamer
Episode 05: (I Can’t Get No) Satisficing
Play Episode
Pause Episode
Mute/Unmute Episode
Rewind 10 Seconds
1x
Fast Forward 30 seconds
00:00
/
17:31
Subscribe
Share
Humans do not always make the most optimal decisions. We are limited by our cognitive resources. We usually make decisions, even in playing games, that are just “good enough.” The process of making a “good enough” decision is known as satisficing.
Game References
Backgammon , Indulgence
Research References
Blessing, S. B., & Ross, B. H. (1996). Content effects in problem categorization and problem solving. Journal of Experimental Psychology: Learning, Memory, and Cognition , 22 , 792-810 .
Griggs, R. A., & Cox, J. R. (1982). The elusive thematic‐materials effect in Wason’s selection task. British Journal of Psychology , 73 , 407-420 .
Simon, H. A. (1947). Administrative Behavior: A Study of Decision-making Processes in Administrative Organization. New York: Macmillan .
Wason, P. C. (1968). Reasoning about a rule. The Quarterly Journal of Experimental Psychology , 20 , 273-281 .