Wingspan is a hot new boardgame that’s rocketing up the boardgamegeek’s rating chart. In this episode we take a look at some explanations of why so many people have become enamored with this game.
Game References
Wingspan
Research References
Greene, J. D., Sommerville, R. B., Nystrom, L. E., Darley, J. M., & Cohen, J. D. (2001). An fMRI investigation of emotional engagement in moral judgment. Science, 293(5537), 2105-2108.
Kahneman, D., & Egan, P. (2011). Thinking, fast and slow. New York: Farrar, Straus and Giroux.
Salamone, J. D., & Correa, M. (2012). The mysterious motivational functions of mesolimbic dopamine. Neuron, 76(3), 470-485.
Game players often get stuck, either not seeing how to properly use an object in the game or perhaps persisting in an inefficient strategy. I discuss two such mental sets, functional fixedness and Einstellung.
Adamson, R. E. (1952). Functional fixedness as related to problem solving: A repetition of three experiments. Journal of experimental psychology, 44(4), 288-291.
Episode 22: The Amazing Declarative to Procedural Transition
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Big changes happen in memory and knowledge as a person goes from beginner to expert. What does this entail for playing games? We take a close look at the two main types of memory, and how knowledge transitions between the two.
Game References
Marvel’s Spider-Man, Secret Cabal of Gaming
Research References
Anderson, J. R. (1996). ACT: A simple theory of complex cognition. American Psychologist, 51(4), 355.
Blessing, S. B. (1996). The use of prior knowledge in learning from examples (Doctoral dissertation). Retrieved from http://digitalcommons.imsa.edu/alumni_dissertations/11
Crossman, E. R. F. W. (1959). A theory of the acquisition of speed-skill∗. Ergonomics, 2(2), 153-166.
Newell, A., & Rosenbloom, P. S. (1981). Mechanisms of skill acquisition and the law of practice. Cognitive skills and their acquisition, 1(1981), 1-55.
How do we figure out how much something should cost or what the value of a thing should be? One decision-making heuristic process for this is anchoring and adjustment. Discover how this is used not only in game playing but in everyday life as well.
Game References
Modern Art, Power Grid, Wits and Wagers
Research References
Tversky, A., & Kahneman, D. (1974). Judgment under uncertainty: Heuristics and biases. Science, 185(4157), 1124-1131.
If you got here from the link that Jamey Stegmaier posted in the Scythe Metal Mechs Special Edition Charity Auction on boardgamegeek, welcome! If you like podcasts about games or psychology, you have come to the right place! Let me know if you have questions!
If you are unaware of this auction, Cognitive Gamer is part of a charity auction on the popular boardgame site, boardgamegeek.com. You have from now till mid-day Saturday to bid on the new metal mechs upgrade for Scythe. All proceeds will benefit charities that the various bloggers/podcasters/etc. that Jamey has picked to highlight during the auction. You can check it out here! Whatever Cognitive Gamer raises will go to the Boston Children’s Hospital Trust. Thanks so much!
I’m joined again by the resident developmental psychologist, where we talk about scaffolding, a learning technique where help and assistance are removed bit by bit until the full skill has been learned.
Game References
My Little Scythe, Scythe, Sleuth, Sushi Go, Ticket to Ride
Research References
Flavell, J. H. (1963). The Developmental Psychology of Jean Piaget. D Van Nostrand, Princeton, NJ.
Wertsch, J. V. (1985). Vygotsky and the Social Formation of Mind Harvard University Press, Cambridge, MA.
I take a dive into Decrypto, comparing how clues are given in it versus in Codenames. Both the similarities and differences shed light into our cognitive processes and how items are stored in our memories. Spoiler alert: Bayes’ Theorem is discussed!
We are constantly explaining to ourselves why events happen. When those explanations involve linking the outcome of an event with our response, a psychologist would refer to them as an attribution. We explore how attributions affect our game playing.
Game References
Azul, Diplomacy, DOTA 2, God of War, Journal 29, Overwatch, Sagrada, Star Wars Destiny, The Witness
Research References
Heider, F. (1944). Social perception and phenomenal causality. Psychological Review, 51(6), 358.
Ross, L. (1977). The Intuitive Psychologist And His Shortcomings: Distortions in the Attribution Process1. In Advances in Experimental Social Psychology (Vol. 10, pp. 173-220). Academic Press.
Weiner, B. (1972). Attribution theory, achievement motivation, and the educational process. Review of Educational Research, 42(2), 203-215.
The representativeness heuristic is another rule-of-thumb that we use when we need to make a decision. We apply it when we decide an event is likely to happen if it resembles, or is representative, of the category from which it belongs.
Game References
Assassins Creed, Dungeons and Dragons, El Grande, God of War, Incan Gold, Last of Us, Lords of Hellas, Risk, Rising Sun, Small World, Watch Dogs
While I’m finishing up another podcast episode, I wrote up a blog post on boardgamegeek.com about my Cognition of Game Playing class that happened in the middle of May. It went extremely well! Please read about it here!