Episode 29: This is Like That: The Importance of Analogies

Cognitive Gamer
Cognitive Gamer
Episode 29: This is Like That: The Importance of Analogies
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In talking about a game, we almost always make references to past games in order to describe or teach the new game. What does cognitive psychology have to say about analogy use, in terms of how prevalent and useful it really is?

Game References

Aeon’s End, Clank, Dominion, Paperback, Star Wars Jedi: Fallen Order

Research References

Dunbar, K., & Blanchette, I. (2001). The in vivo/in vitro approach to cognition: The case of analogy. Trends in cognitive sciences, 5(8), 334-339.

Gick, M. L., & Holyoak, K. J. (1980). Analogical problem solving. Cognitive psychology, 12(3), 306-355.

Gick, M. L., & Holyoak, K. J. (1983). Schema induction and analogical transfer. Cognitive psychology, 15(1), 1-38.

Reed, S. K., & Bolstad, C. A. (1991). Use of examples and procedures in problem solving. Journal of Experimental Psychology: Learning, Memory, and Cognition17(4), 753.

Ross, B. H. (1984). Remindings and their effects in learning a cognitive skill. Cognitive psychology16(3), 371-416.

Episode 17: Represent!

Cognitive Gamer
Cognitive Gamer
Episode 17: Represent!
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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

Research References

Englestein, G. GameTek Classic 163 – Theme, Mechanics, Experience

http://ludology.libsyn.com/gametek-classic-163-theme-mechanics-experience

Tversky, A., & Kahneman, D. (1974). Judgment under uncertainty: Heuristics and biases. Science185(4157), 1124-1131.

Episode 14: Are You Available?

Cognitive Gamer
Cognitive Gamer
Episode 14: Are You Available?
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There are a number of heuristics that people use when they make decisions. In this episode, we discuss the availability heuristic and how we use it when playing games.

Game References

Battlefield, Celeste, Deception: Murder in Hong Kong, Doom, Dungeons and Dragons, Fog of Love, Gorogoa, Inis, Modern Art, Rising Sun, Secret Hitler, Sleuth, The Witness

Research References

Tversky, A., & Kahneman, D. (1974). Judgment under uncertainty: Heuristics and biases. Science185(4157), 1124-1131.

Episode 05: (I Can’t Get No) Satisficing

Cognitive Gamer
Cognitive Gamer
Episode 05: (I Can’t Get No) Satisficing
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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 Cognition22, 792-810.

Griggs, R. A., & Cox, J. R. (1982). The elusive thematic‐materials effect in Wason’s selection task. British Journal of Psychology73, 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 Psychology20, 273-281.