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Using games to understand the mind.
Allen, Kelsey; Brändle, Franziska; Botvinick, Matthew; Fan, Judith E; Gershman, Samuel J; Gopnik, Alison; Griffiths, Thomas L; Hartshorne, Joshua K; Hauser, Tobias U; Ho, Mark K; de Leeuw, Joshua R; Ma, Wei Ji; Murayama, Kou; Nelson, Jonathan D; van Opheusden, Bas; Pouncy, Thomas; Rafner, Janet; Rahwan, Iyad; Rutledge, Robb B; Sherson, Jacob; Simsek, Özgür; Spiers, Hugo; Summerfield, Christopher; Thalmann, Mirko; Vélez, Natalia; Watrous, Andrew J; Tenenbaum, Joshua B; Schulz, Eric.
Affiliation
  • Allen K; DeepMind, London, UK.
  • Brändle F; Max Planck Institute for Biological Cybernetics, Tübingen, Germany.
  • Botvinick M; DeepMind, London, UK.
  • Fan JE; Stanford University, Stanford, CA, USA.
  • Gershman SJ; Harvard University, Cambridge, MA, USA.
  • Gopnik A; University of California, Berkeley, Berkeley, CA, USA.
  • Griffiths TL; Princeton University, Princeton, NJ, USA.
  • Hartshorne JK; Boston College, Boston, MA, USA.
  • Hauser TU; University College London, London, UK.
  • Ho MK; Max Planck UCL Centre for Computational Psychiatry and Ageing Research, London, UK.
  • de Leeuw JR; University of Tübingen, Tübingen, Germany.
  • Ma WJ; Princeton University, Princeton, NJ, USA.
  • Murayama K; Vassar College, Poughkeepsie, NY, USA.
  • Nelson JD; New York University, New York, NY, USA.
  • van Opheusden B; University of Tübingen, Tübingen, Germany.
  • Pouncy T; University of Surrey, Guildford, UK.
  • Rafner J; Princeton University, Princeton, NJ, USA.
  • Rahwan I; Harvard University, Cambridge, MA, USA.
  • Rutledge RB; Aarhus University, Aarhus, Denmark.
  • Sherson J; Center for Humans and Machines, Max Planck Institute for Human Development, Berlin, Germany.
  • Simsek Ö; Yale University, New Haven, CT, USA.
  • Spiers H; Aarhus University, Aarhus, Denmark.
  • Summerfield C; University of Bath, Bath, UK.
  • Thalmann M; University College London, London, UK.
  • Vélez N; University of Oxford, Oxford, UK.
  • Watrous AJ; Max Planck Institute for Biological Cybernetics, Tübingen, Germany.
  • Tenenbaum JB; Harvard University, Cambridge, MA, USA.
  • Schulz E; Baylor College of Medicine, Houston, TX, USA.
Nat Hum Behav ; 8(6): 1035-1043, 2024 Jun.
Article in En | MEDLINE | ID: mdl-38907029
ABSTRACT
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.
Subject(s)

Full text: 1 Collection: 01-internacional Database: MEDLINE Main subject: Cognition / Video Games Limits: Humans Language: En Journal: Nat Hum Behav Year: 2024 Document type: Article Affiliation country: Reino Unido

Full text: 1 Collection: 01-internacional Database: MEDLINE Main subject: Cognition / Video Games Limits: Humans Language: En Journal: Nat Hum Behav Year: 2024 Document type: Article Affiliation country: Reino Unido