Episode 24: Wingspan Cognalysis

Cognitive Gamer
Cognitive Gamer
Episode 24: Wingspan Cognalysis
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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. Science293(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. Neuron76(3), 470-485.

Episode 19: Decrypto and Codenames CG Cognalysis

Cognitive Gamer
Cognitive Gamer
Episode 19: Decrypto and Codenames CG Cognalysis
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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!

Game References

Codenames, Decrypto, Downforce, Monikers, Outburst, Secret Hitler, Taboo

Research References

Gallistel, C. R. (1992). Animal Cognition. MIT Press: Boston, MA.

Anderson, J. R. (1996). ACT: A simple theory of complex cognition. American Psychologist51(4), 355-365.

Episode 12: Cognitive Gamer Cognalysis: Horizon Zero Dawn

Cognitive Gamer
Cognitive Gamer
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 & Cognition34(1), 41-59.

Madigan, J. (2017). Don’t do your best: Goal setting and Horizon: Zero Dawn. Retrieved from http://www.psychologyofgames.com/2017/10/dont-do-your-best-goal-setting-and-horizonzero-dawn/

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 Behavior22(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

Episode 06: Cognitive Gamer Cognalysis: Pandemic

Cognitive Gamer
Cognitive Gamer
Episode 06: Cognitive Gamer Cognalysis: Pandemic
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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 Psychology12, 97-136.