DeepMind, London, UK.
Max Planck Institute for Biological Cybernetics, Tübingen, Germany.
Nat Hum Behav. 2024 Jun;8(6):1035-1043. doi: 10.1038/s41562-024-01878-9. Epub 2024 Jun 21.
Board, card or video games have been played by virtually every individual in the world. Games are popular because they are intuitive and fun. These distinctive qualities of games also make them ideal for studying the mind. By being intuitive, games provide a unique vantage point for understanding the inductive biases that support behaviour in more complex, ecological settings than traditional laboratory experiments. By being fun, games allow researchers to study new questions in cognition such as the meaning of 'play' and intrinsic motivation, while also supporting more extensive and diverse data collection by attracting many more participants. We describe the advantages and drawbacks of using games relative to standard laboratory-based experiments and lay out a set of recommendations on how to gain the most from using games to study cognition. We hope this Perspective will lead to a wider use of games as experimental paradigms, elevating the ecological validity, scale and robustness of research on the mind.
棋盘游戏、纸牌游戏和电子游戏几乎在世界上每个人的生活中都出现过。游戏之所以流行,是因为它们直观且有趣。这些独特的游戏属性也使得游戏成为研究思维的理想工具。游戏具有直观性,为理解在比传统实验室实验更复杂、更具生态性的环境中支持行为的归纳偏差提供了独特的视角。游戏具有趣味性,使研究人员能够研究认知领域的新问题,例如“游戏”的意义和内在动机,同时通过吸引更多的参与者,也支持更广泛和更多样化的数据收集。我们描述了使用游戏相对于标准基于实验室的实验的优缺点,并提出了一系列使用游戏研究认知的建议,以最大程度地利用游戏。我们希望这篇观点文章能推动游戏作为实验范式的广泛应用,提高思维研究的生态有效性、规模和稳健性。
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