• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

游戏体验计划(Game-XP):作为认知科学实验范式的动作游戏

Game-XP: Action Games as Experimental Paradigms for Cognitive Science.

作者信息

Gray Wayne D

机构信息

Cognitive Science Department, Rensselaer Polytechnic Institute.

出版信息

Top Cogn Sci. 2017 Apr;9(2):289-307. doi: 10.1111/tops.12260. Epub 2017 Mar 13.

DOI:10.1111/tops.12260
PMID:28296290
Abstract

Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to "accept a single complex task and do all of it." More specifically, he told us that rather than taking an "experimental psychology as usual approach," we should "focus on a series of experimental and theoretical studies around a single complex task" so as to demonstrate that our theories of human cognition were powerful enough to explain "a genuine slab of human behavior" with the studies fitting into a detailed theoretical picture. Action games represent the type of experimental paradigm that Newell was advocating and the current state of programming expertise and laboratory equipment, along with the emergence of Big Data and naturally occurring datasets, provide the technologies and data needed to realize his vision. Action games enable us to escape from our field's regrettable focus on novice performance to develop theories that account for the full range of expertise through a twin focus on expertise sampling (across individuals) and longitudinal studies (within individuals) of simple and complex tasks.

摘要

为什么是游戏?怎么会有人将动作游戏视为认知科学的一种实验范式呢?1973年,作为他为推动认知科学发展而提出的三种策略之一,艾伦·纽厄尔劝诫我们要“接受一项单一的复杂任务并将其全部完成”。更具体地说,他告诉我们,不应采取“常规的实验心理学方法”,而应“围绕一项单一的复杂任务开展一系列实验和理论研究”,以便证明我们的人类认知理论足够强大,能够通过符合详细理论框架的研究来解释“一整块真实的人类行为”。动作游戏代表了纽厄尔所倡导的那种实验范式,而当前的编程专业知识和实验室设备状况,以及大数据和自然产生的数据集的出现,提供了实现他的设想所需的技术和数据。动作游戏使我们能够摆脱本领域对新手表现的令人遗憾的关注,通过对简单和复杂任务的专业技能抽样(跨个体)和纵向研究(个体内)这两个关注点,来发展能够解释全方位专业技能的理论。

相似文献

1
Game-XP: Action Games as Experimental Paradigms for Cognitive Science.游戏体验计划(Game-XP):作为认知科学实验范式的动作游戏
Top Cogn Sci. 2017 Apr;9(2):289-307. doi: 10.1111/tops.12260. Epub 2017 Mar 13.
2
Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.应用专家表现方法的各个方面以更好地理解电子游戏中技能的结构和技能习得机制。
Top Cogn Sci. 2017 Apr;9(2):413-436. doi: 10.1111/tops.12230. Epub 2016 Nov 20.
3
Allen Newell's Program of Research: The Video-Game Test.艾伦·纽厄尔的研究计划:电子游戏测试
Top Cogn Sci. 2017 Apr;9(2):522-532. doi: 10.1111/tops.12265. Epub 2017 Mar 20.
4
Six Suggestions for Research on Games in Cognitive Science.认知科学中游戏研究的六点建议。
Top Cogn Sci. 2017 Apr;9(2):497-509. doi: 10.1111/tops.12267.
5
Meta-T: TetrisⓇ as an experimental paradigm for cognitive skills research.元-T:俄罗斯方块作为认知技能研究的实验范例。
Behav Res Methods. 2015 Dec;47(4):945-965. doi: 10.3758/s13428-014-0547-y.
6
Using Video Game Telemetry Data to Research Motor Chunking, Action Latencies, and Complex Cognitive-Motor Skill Learning.利用电子游戏遥测数据研究运动组块、动作潜伏期和复杂认知运动技能学习。
Top Cogn Sci. 2017 Apr;9(2):467-484. doi: 10.1111/tops.12254. Epub 2017 Feb 7.
7
Understanding the structure of skill through a detailed analysis of Individuals' performance on the Space Fortress game.通过对个体在太空堡垒游戏中的表现进行详细分析来理解技能结构。
Acta Psychol (Amst). 2016 Sep;169:27-37. doi: 10.1016/j.actpsy.2016.05.006. Epub 2016 May 20.
8
Evaluating the relationship between white matter integrity, cognition, and varieties of video game learning.评估白质完整性、认知能力与各类电子游戏学习之间的关系。
Restor Neurol Neurosci. 2017;35(5):437-456. doi: 10.3233/RNN-160716.
9
Chess databases as a research vehicle in psychology: Modeling large data.国际象棋数据库作为心理学研究工具:大数据建模
Behav Res Methods. 2017 Aug;49(4):1227-1240. doi: 10.3758/s13428-016-0782-5.
10
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.动作视频游戏对感知、注意和认知技能影响的元分析。
Psychol Bull. 2018 Jan;144(1):77-110. doi: 10.1037/bul0000130. Epub 2017 Nov 27.

引用本文的文献

1
Open design of a reproducible videogame controller for MRI and MEG.用于 MRI 和 MEG 的可重现视频游戏控制器的开放式设计。
PLoS One. 2023 Nov 1;18(11):e0290158. doi: 10.1371/journal.pone.0290158. eCollection 2023.
2
Difficulty-skill balance does not affect engagement and enjoyment: a pre-registered study using artificial intelligence-controlled difficulty.难度-技能平衡不影响参与度和乐趣:一项使用人工智能控制难度的预注册研究。
R Soc Open Sci. 2023 Feb 1;10(2):220274. doi: 10.1098/rsos.220274. eCollection 2023 Feb.
3
Conversation dynamics in a multiplayer video game with knowledge asymmetry.
具有知识不对称性的多人视频游戏中的对话动态。
Front Psychol. 2022 Nov 3;13:1039431. doi: 10.3389/fpsyg.2022.1039431. eCollection 2022.
4
Mind the gap: Distributed practice enhances performance in a MOBA game.注意差距:分布式练习提高 MOBA 游戏中的表现。
PLoS One. 2022 Oct 14;17(10):e0275843. doi: 10.1371/journal.pone.0275843. eCollection 2022.
5
Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends.视觉空间工作记忆和注意力控制使得《英雄联盟》游戏的专家玩家、普通玩家和非玩家之间产生了差异。
Front Hum Neurosci. 2022 Jul 20;16:933331. doi: 10.3389/fnhum.2022.933331. eCollection 2022.
6
Cognitive & motor skill transfer across speeds: A video game study.不同速度下认知与运动技能的迁移:一项电子游戏研究。
PLoS One. 2021 Oct 12;16(10):e0258242. doi: 10.1371/journal.pone.0258242. eCollection 2021.
7
Coordination Cost and Super-Efficiency in Teamwork: The Role of Communication, Psychological States, Cardiovascular Responses, and Brain Rhythms.团队协作的协调成本和超效率:沟通、心理状态、心血管反应和脑节律的作用。
Appl Psychophysiol Biofeedback. 2020 Dec;45(4):323-341. doi: 10.1007/s10484-020-09479-8.
8
Looking behind the score: Skill structure explains sex differences in skilled video game performance.透过分数看本质:技能结构解释了熟练视频游戏表现中的性别差异。
PLoS One. 2018 May 30;13(5):e0197311. doi: 10.1371/journal.pone.0197311. eCollection 2018.