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.
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!
Episode 12: Cognitive Gamer Cognalysis: Horizon Zero Dawn
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This episode contains a deep dive into the cognitive ins and outs of the Playstation 4 game Horizon Zero Dawn. Much of the analysis, though, could be applied to most open-world games. We’ll consider narrative, skill transfer, and types of knowledge.
Game References
Assassin’s Creed, Horizon Zero Dawn, Player Unknown’s Battleground, Watch Dogs
Research References
Crossman, E. R. F. W. (1959) A theory of the acquisition of speed-skill. Ergonomics, 2, 153–166.
Gunzelmann, G., & Anderson, J. R. (2006). Location matters: Why target location impacts performance in orientation tasks. Memory & Cognition, 34(1), 41-59.
Newell, A. & Rosenbloom, P. S. (1981). Mechanisms of skill acquisition and the law of practice. In Anderson, J. R., editor, Cognitive skills and their acquisition, pages 1–55. Lawrence Erlbaum Associates, Hillsdale, NJ.
Seijts, G. H., & Latham, G. P. (2001). The effect of distal learning, outcome, and proximal goals on a moderately complex task. Journal of Organizational Behavior, 22(3), 291-307.
Sweller J., Ayres P., Kalyuga S. (2011) The Goal-Free Effect. In: Cognitive Load Theory. Explorations in the Learning Sciences, Instructional Systems and Performance Technologies, vol 1. Springer, New York, NY
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.