Andersen Marc Malmdorf, Kiverstein Julian, Miller Mark, Roepstorff Andreas
Interacting Minds Centre.
Department of Psychiatry.
Psychol Rev. 2023 Mar;130(2):462-479. doi: 10.1037/rev0000369. Epub 2022 Jun 16.
In this article, we argue that a predictive processing framework (PP) may provide elements for a proximate model of play in children and adults. We propose that play is a behavior in which the agent, in contexts of freedom from the demands of certain competing cognitive systems, deliberately seeks out or creates surprising situations that gravitate toward sweet-spots of relative complexity with the goal of resolving surprise. We further propose that play is experientially associated with a feel-good quality because the agent is reducing significant levels of prediction error (i.e., surprise) faster than expected. We argue that this framework can unify a range of well-established findings in play and developmental research that highlights the role of play in learning, and that casts children as Bayesian learners. The theory integrates the role of positive valence in play (i.e., explaining why play is fun); and what it is to be in a playful mood. Central to the account is the idea that playful agents may create and establish an environment tailored to the generation and further resolution of surprise and uncertainty. Play emerges here as a variety of niche construction where the organism modulates its physical and social environment in order to maximize the productive potential of surprise. (PsycInfo Database Record (c) 2023 APA, all rights reserved).
在本文中,我们认为预测处理框架(PP)可能为儿童和成人游戏的近因模型提供要素。我们提出,游戏是一种行为,在这种行为中,主体在摆脱某些竞争性认知系统需求的情境下,故意寻找或创造令人惊讶的情境,这些情境趋向于相对复杂性的最佳点,目的是解决意外情况。我们进一步提出,游戏在体验上与一种感觉良好的特质相关联,因为主体比预期更快地减少了显著水平的预测误差(即意外)。我们认为,这个框架可以统一游戏和发展研究中的一系列既定发现,这些发现突出了游戏在学习中的作用,并将儿童视为贝叶斯学习者。该理论整合了积极效价在游戏中的作用(即解释为什么游戏有趣);以及处于游戏情绪状态意味着什么。该解释的核心观点是,处于游戏状态的主体可能会创造并建立一个适合产生和进一步解决意外和不确定性的环境。在这里,游戏表现为一种生态位构建,生物体调节其物理和社会环境,以最大限度地发挥意外的生产潜力。(PsycInfo数据库记录(c)2023美国心理学会,保留所有权利)