SlideShare uma empresa Scribd logo
1 de 34
Baixar para ler offline
Cognition and Game Design: Designing for Cognitive Adaptability 
GameTech 2014 Orlando 5 Sep 
Patrick Shane Gallagher, Ph.D., Serco in support of ADL
2 
What does your IQ mean? 
116+ 
17 percent of the world population; 
superior I.Q.; appropriate average 
for individuals in professional 
occupations. 
121+ 
10 percent; potentially gifted; 
average for college graduates 
132+ 
2 percent; borderline genius; 
average I.Q. of most Ph.D. 
recipients 
143+ 
1 percent; genius level; about 
average for Ph.D.'s in physics 
158+ 
1 in 10,000; Nobel Prize winners 
164+ 
1 in 30,000; Wolfgang Amadeus 
Mozart and the chess champion 
Bobby Fischer. 
20-50% of variation due to non-genetic factors 
Genetic factors not like those of eye color but more like those for height and weight 
www.nytimes.com/2012/04/22/magazine/can-you-make-yourself- smarter.html?_r=1&adxnnl=1&page
3 
Crystalized vs. Fluid Intelligence 
Crystallized Intelligence (Gc) 
•Ability to use skills, knowledge, and experience 
•Generally measured through vocabulary and general Kn 
Fluid Intelligence (Gf) 
•Ability to analyze novel problems, identify patterns and relationships, and logic 
•Inductive and deductive reasoning processes 
•Positively correlated to WMC 
•Commonly measured through Raven’s Progressive Matrices
Can you increase your IQ? 
•Brain plasticity increase? 
•Can the brain be trained? 
•Can intelligence be increased? 
•Crystalized intelligence? 
•Fluid intelligence? 
•Are there relationships between these things? 
4
5 
Increase cognitive capabilities? 
According to research by: 
•Kűhn, et al (2013/2014) 
•Klingbert (2005) 
•Jaeggi & Buschkuel (2008) 
•Green & Bavelier (2003) 
•Maguire, et al (2000) 
•Dranganski, et al (2004, 2006) 
•Willis, et al (2006) 
•Holmes (2009) 
•And many others….
6 
Game play and physical brain changes 
Brain regions showing a significant group (training vs control) Â time (pre vs post-test) interaction in gray matter volume. Bar graphs depict the interaction effects for the clusters displayed, error bars illustrate s.d., *t-test, Po0.05. DLPFC, dorsolateral prefrontal cortex; HC, hippocampal formation. 
Using FMRI, German researchers found: 
•after playing Super Mario Bros for ≥ 30 min./day for 2 mos. 
•increased brain plasticity 
•gray matter increased in brain areas crucial for 
•spatial navigation 
•strategic planning 
•working memory 
•motor performance 
Molecular Psychiatry (2014) 19, 265–271; doi:10.1038/mp.2013.120; published online 29 October 2013
7 
Can cognitive capabilities be enhanced… 
through game play with the right game designs? 
If so, how? 
That is our question….
8 
Enhancing the cognitive components of adaptability
9 
What Is Adaptability? 
•Adaptability: important metacompetency identified by U.S. DoD, DoL, DoE. 
•Ability to use existing knowledge to create innovative problem solutions 
•Repeatedly trying new/different strategies to solve problems while reflecting on actions and incorporating feedback 
•Present on a scale of macro to micro 
•Macro: adaptive stance, operational adaptability 
•Mid: individual adaptive behavior 
•Micro: micromomentary cognitive processes, i.e., cognitive adaptability
10 
Cognitive Adaptability Context
11 
How This Translates to Game Design
“…where mechanics are the components of a game at the level of data representation and algorithms, dynamics are how the game components interact with the player and vice- versa, and aesthetics comprise the emotional response evoked by the mechanics and dynamics…” (Hunicke, LeBlanc, & Zubek, 2002) 
Mechanics 
Dynamics 
Aesthetics 
12
A Variation on MDA: FFMDA 
13
14 
Lens of Analysis 
Clinical Psychology ∩ Learning Science
15 
What game? 
X
16 
The Study 
Initial Experimental Design 
Examine whether playing a commercial off-the-shelf game with the five identified features will increase cognitive adaptability 
Study site and population 
Sheppard AFB, 18-24 year olds enlisted and lieutenants (N=39) 
Randomly assigned to study and groups 
Design 
Experimental – pre/post tests and 
Correlational – history plus metacognitive awareness inventory 
Pre/post measures 
CANTAB customized battery 
Metacognitive Awareness Inventory 
Post measures 
Game History Questionnaire
17 
Portal 2 Intervention 
0 
5 
10 
15 
20 
25 
30 
Focused Attention 
Portal 
MS Gamers
18 
Gaming Experience 
•Previous experience playing Portal 2 within past six months correlated positively with greater spatial working memory capabilities 
•Historic gameplay of 19+ hours/week correlated positively with greater spatial working memory, spatial sequencing, and cognitive planning capabilities (high significance - p ranges from 0 to .006) 
0 
5 
10 
15 
20 
Spatial 
WM 
Spatioal 
Seq 
Cog 
Planning 
Cognitive capabilities and gameplay time 
> 19 hr/wk 
< 19 hrs/wk
19 
Evaluating Games for Cognitive Potential
20 
Cognitive Task Analysis (CTA) 
•Technique to capture and model behavioral and cognitive processes/activities for accomplishing a task at expert-level 
•decision-making processes 
•recognizing and responding to critical cues/environmental conditions 
•utilizing tools 
•performing sub-tasks 
•analyzing and altering one’s own performance 
•Commonly used by industry and research professionals 
•Human computer interaction, instructional system design 
•Developing : 
•Intelligent/Cognitive Tutors 
•Decision Support Systems 
•Roots in cognitive science
Applying CTA to Video Games 
•Need to understand empirically: 
•Design of game 
•How game design interacts with player cognition 
•Using CTA to map and model cognition and interaction within video game play is novel to the literature. 
•Researching methods for applying CTA to video game analysis 
21
Protocol: CTA & Video Games 
Part I: Preliminary Analysis/Lexicon Development 
22
Protocol: CTA & Video Games 
Part 2: Focused Knowledge Elicitation 
23
24
Outcomes 
•Protocol developed for CTA on video gameplay that encompasses cognitive, mechanical, and design elements 
•Analysis shows modulating but persistent presence of all five cognitive adaptability design characteristics throughout Portal 2 
•Indication of varying information processing/filtering and executive function requirements throughout game 
25
26 
Cognitive Profiling 
Portal 2 Micro-Puzzles
27 
CANTAB Battery 
CANTAB Test 
Definition/Cognitive Components 
AST = attention switching 
Switching attention between two qualities/attributes and ignoring task-irrelevant information in the face of interfering/distracting event 
SSP = spatial span 
Recall of sequencing as a function of placement in space 
SWM = spatial working memory 
Retaining spatial information and manipulating remembered items in working memory via heuristic strategy 
RVI = rapid visual information processing 
Sustained attention 
OTS = one-touch stockings of Cambridge (executive planning) 
Spatial planning, visualizing solution without acting, planning actions and understanding their consequences 
RTI = reaction time 
Time taken to react to stimuli; includes both movement time and response latency 
Cambridge Cognition Limited, 2011
28 
Micro-puzzles in Portal 2 
•Nothing is a puzzle until it becomes a problem 
•Solved puzzles become tools if used to solve other problems 
•Puzzle may contain more than one micro-puzzle 
•E.g. catching objects in mi-air, use of lasers through emancipation grills or utilization of momentum
29 
Cognitive alignments 
•Portal 2 previously treated as “black box” 
•Potential cognitive alignments began to appear during CTA 
•Mapping alignments to cognitive assessment tasks logical next step 
•Allow tailoring of levels/chapters in level builder to fit cognitive profiles 
•Led to defining micro-puzzle definitions/typology
30 
Current development in profiling 
•Micro-puzzle typology 
•CANTAB mapping 
•I/ITSEC 2014 
•Designing custom Portal 2 chapters/levels using Level Editor 
•Formative and summative testing 
•Transference testing
31 
Current work in cognition 
•Quantitative correlational study 
•In data collection mode 
•Partners: 
•George Mason University 
•Marine Corps University 
•Studying the intersections between metacognition, grit/motivation, cognitive capabilities, and gameplay history especially with Portal 2 
•Using online surveys and CANTAB testing
32 
Rep and Ext of the Portal 2 Exp. 
•Original Portal 2 study to be replicated across multiple countries 
•UK, Australia, New Zealand, Canada, and the US 
•Led by the UK’s Defense Science and Technology Lab (DSTL) 
•Advised by ADL 
•Currently working on stakeholder buy-in across all countries 
•Refining protocol to include more robust intervention time, cultural differences, and large “n” 
•Execution timeframe within late 2014-mid year 2015
33 
Resources 
Supporting Cognitive Adaptability Through Game Design 
http://www.adlnet.gov/resources/supporting-cognitive-adaptability-through-game- design?type=research_paper 
Can Game Design Be Leveraged to Enhance Cognitive Adaptability? 
http://www.adlnet.gov/wp-content/uploads/2013/02/CA-Games-Design-EJeL-GAL-FNL- 020313.pdf 
Can Playing Video Games Improve Cognition and Adaptability? 
http://www.adlnet.gov/from-adl-team-member-shane-gallagher-can-playing-video-games- improve-cognition-and-adaptability 
The Cognition of Gameplay 
http://www.adlnet.gov/from-adl-team-member-shenan-prestwich-the-cognition-of-gameplay 
Cognitive Task Analysis: Analyzing the Cognition of Gameplay and Game Design 
https://app.box.com/s/85tvzlmwv96v74yg1xnu 
Transforming Education Through Neuroscience, Cognition, and Game Design 
http://www.adlnet.gov/wp-content/uploads/2013/09/Transforming_Education_ITX3.pdf 
Example Video 
Portal 2 Cognitive Task Analysis: Ch. 1, Level 3
34 
Contact Us 
Shane Gallagher 
shane.gallagher.ctr@adlnet.gov

Mais conteúdo relacionado

Semelhante a Game tech 2014 cognition and game design designing for cognitive adaptability fnl

EEE Project - Discovering the Campus 2012
EEE Project - Discovering the Campus 2012EEE Project - Discovering the Campus 2012
EEE Project - Discovering the Campus 2012
Javier Melero
 

Semelhante a Game tech 2014 cognition and game design designing for cognitive adaptability fnl (20)

Presentation Selan dos Santos 4Eyes Lab
Presentation Selan dos Santos 4Eyes LabPresentation Selan dos Santos 4Eyes Lab
Presentation Selan dos Santos 4Eyes Lab
 
eMadrid Gaming4Coding - Possibilities of game learning analytics for coding l...
eMadrid Gaming4Coding - Possibilities of game learning analytics for coding l...eMadrid Gaming4Coding - Possibilities of game learning analytics for coding l...
eMadrid Gaming4Coding - Possibilities of game learning analytics for coding l...
 
Towards a Service-Oriented Architecture for Serious Games
Towards a Service-Oriented Architecture for Serious GamesTowards a Service-Oriented Architecture for Serious Games
Towards a Service-Oriented Architecture for Serious Games
 
5th world otron
5th world otron5th world otron
5th world otron
 
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...
 
Dsdt meetup 2018 02-12
Dsdt meetup 2018 02-12Dsdt meetup 2018 02-12
Dsdt meetup 2018 02-12
 
DSDT Meetup February 2018
DSDT Meetup February 2018DSDT Meetup February 2018
DSDT Meetup February 2018
 
Dsdt meetup 2018
Dsdt meetup 2018 Dsdt meetup 2018
Dsdt meetup 2018
 
Phx dl meetup
Phx dl meetupPhx dl meetup
Phx dl meetup
 
The Second Orientation for the WBA Hackathon 2017
The Second Orientation for the WBA Hackathon 2017The Second Orientation for the WBA Hackathon 2017
The Second Orientation for the WBA Hackathon 2017
 
The Role of Evolutionary Computation in Game AI
The Role of Evolutionary Computation in Game AIThe Role of Evolutionary Computation in Game AI
The Role of Evolutionary Computation in Game AI
 
Rev gaming learning analytics rage and beaconing
Rev gaming learning analytics  rage and beaconingRev gaming learning analytics  rage and beaconing
Rev gaming learning analytics rage and beaconing
 
A Space X Industry Day Briefing 7 Jul08 Jgm R4
A Space X Industry Day Briefing 7 Jul08 Jgm R4A Space X Industry Day Briefing 7 Jul08 Jgm R4
A Space X Industry Day Briefing 7 Jul08 Jgm R4
 
Dr. David Gibson: Challenge-Based Learning
Dr. David Gibson: Challenge-Based LearningDr. David Gibson: Challenge-Based Learning
Dr. David Gibson: Challenge-Based Learning
 
Teaching Digital Technologies through Design (QUT Pedagogy Exchange)
Teaching Digital Technologies through Design (QUT Pedagogy Exchange)Teaching Digital Technologies through Design (QUT Pedagogy Exchange)
Teaching Digital Technologies through Design (QUT Pedagogy Exchange)
 
Report on the First Knowledge Graph Reasoning Challenge 2018 -Toward the eXp...
Report on the First Knowledge Graph Reasoning Challenge  2018 -Toward the eXp...Report on the First Knowledge Graph Reasoning Challenge  2018 -Toward the eXp...
Report on the First Knowledge Graph Reasoning Challenge 2018 -Toward the eXp...
 
EEE Project - Discovering the Campus 2012
EEE Project - Discovering the Campus 2012EEE Project - Discovering the Campus 2012
EEE Project - Discovering the Campus 2012
 
Evaluation of a Natural User Interaction Gameplay System Using the Microsoft ...
Evaluation of a Natural User Interaction Gameplay System Using the Microsoft ...Evaluation of a Natural User Interaction Gameplay System Using the Microsoft ...
Evaluation of a Natural User Interaction Gameplay System Using the Microsoft ...
 
Data collection workshop
Data collection workshopData collection workshop
Data collection workshop
 
Learning Analytics and Serious Games: Trends and Considerations
Learning Analytics and Serious Games: Trends and ConsiderationsLearning Analytics and Serious Games: Trends and Considerations
Learning Analytics and Serious Games: Trends and Considerations
 

Último

Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
kauryashika82
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
PECB
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
heathfieldcps1
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
QucHHunhnh
 

Último (20)

This PowerPoint helps students to consider the concept of infinity.
This PowerPoint helps students to consider the concept of infinity.This PowerPoint helps students to consider the concept of infinity.
This PowerPoint helps students to consider the concept of infinity.
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
 
Python Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docxPython Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docx
 
Unit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptxUnit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptx
 
PROCESS RECORDING FORMAT.docx
PROCESS      RECORDING        FORMAT.docxPROCESS      RECORDING        FORMAT.docx
PROCESS RECORDING FORMAT.docx
 
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural ResourcesEnergy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
 
General Principles of Intellectual Property: Concepts of Intellectual Proper...
General Principles of Intellectual Property: Concepts of Intellectual  Proper...General Principles of Intellectual Property: Concepts of Intellectual  Proper...
General Principles of Intellectual Property: Concepts of Intellectual Proper...
 
Key note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdfKey note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdf
 
Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
 
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot Graph
 
Sociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning ExhibitSociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning Exhibit
 
How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introduction
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 

Game tech 2014 cognition and game design designing for cognitive adaptability fnl

  • 1. Cognition and Game Design: Designing for Cognitive Adaptability GameTech 2014 Orlando 5 Sep Patrick Shane Gallagher, Ph.D., Serco in support of ADL
  • 2. 2 What does your IQ mean? 116+ 17 percent of the world population; superior I.Q.; appropriate average for individuals in professional occupations. 121+ 10 percent; potentially gifted; average for college graduates 132+ 2 percent; borderline genius; average I.Q. of most Ph.D. recipients 143+ 1 percent; genius level; about average for Ph.D.'s in physics 158+ 1 in 10,000; Nobel Prize winners 164+ 1 in 30,000; Wolfgang Amadeus Mozart and the chess champion Bobby Fischer. 20-50% of variation due to non-genetic factors Genetic factors not like those of eye color but more like those for height and weight www.nytimes.com/2012/04/22/magazine/can-you-make-yourself- smarter.html?_r=1&adxnnl=1&page
  • 3. 3 Crystalized vs. Fluid Intelligence Crystallized Intelligence (Gc) •Ability to use skills, knowledge, and experience •Generally measured through vocabulary and general Kn Fluid Intelligence (Gf) •Ability to analyze novel problems, identify patterns and relationships, and logic •Inductive and deductive reasoning processes •Positively correlated to WMC •Commonly measured through Raven’s Progressive Matrices
  • 4. Can you increase your IQ? •Brain plasticity increase? •Can the brain be trained? •Can intelligence be increased? •Crystalized intelligence? •Fluid intelligence? •Are there relationships between these things? 4
  • 5. 5 Increase cognitive capabilities? According to research by: •Kűhn, et al (2013/2014) •Klingbert (2005) •Jaeggi & Buschkuel (2008) •Green & Bavelier (2003) •Maguire, et al (2000) •Dranganski, et al (2004, 2006) •Willis, et al (2006) •Holmes (2009) •And many others….
  • 6. 6 Game play and physical brain changes Brain regions showing a significant group (training vs control) Â time (pre vs post-test) interaction in gray matter volume. Bar graphs depict the interaction effects for the clusters displayed, error bars illustrate s.d., *t-test, Po0.05. DLPFC, dorsolateral prefrontal cortex; HC, hippocampal formation. Using FMRI, German researchers found: •after playing Super Mario Bros for ≥ 30 min./day for 2 mos. •increased brain plasticity •gray matter increased in brain areas crucial for •spatial navigation •strategic planning •working memory •motor performance Molecular Psychiatry (2014) 19, 265–271; doi:10.1038/mp.2013.120; published online 29 October 2013
  • 7. 7 Can cognitive capabilities be enhanced… through game play with the right game designs? If so, how? That is our question….
  • 8. 8 Enhancing the cognitive components of adaptability
  • 9. 9 What Is Adaptability? •Adaptability: important metacompetency identified by U.S. DoD, DoL, DoE. •Ability to use existing knowledge to create innovative problem solutions •Repeatedly trying new/different strategies to solve problems while reflecting on actions and incorporating feedback •Present on a scale of macro to micro •Macro: adaptive stance, operational adaptability •Mid: individual adaptive behavior •Micro: micromomentary cognitive processes, i.e., cognitive adaptability
  • 11. 11 How This Translates to Game Design
  • 12. “…where mechanics are the components of a game at the level of data representation and algorithms, dynamics are how the game components interact with the player and vice- versa, and aesthetics comprise the emotional response evoked by the mechanics and dynamics…” (Hunicke, LeBlanc, & Zubek, 2002) Mechanics Dynamics Aesthetics 12
  • 13. A Variation on MDA: FFMDA 13
  • 14. 14 Lens of Analysis Clinical Psychology ∩ Learning Science
  • 16. 16 The Study Initial Experimental Design Examine whether playing a commercial off-the-shelf game with the five identified features will increase cognitive adaptability Study site and population Sheppard AFB, 18-24 year olds enlisted and lieutenants (N=39) Randomly assigned to study and groups Design Experimental – pre/post tests and Correlational – history plus metacognitive awareness inventory Pre/post measures CANTAB customized battery Metacognitive Awareness Inventory Post measures Game History Questionnaire
  • 17. 17 Portal 2 Intervention 0 5 10 15 20 25 30 Focused Attention Portal MS Gamers
  • 18. 18 Gaming Experience •Previous experience playing Portal 2 within past six months correlated positively with greater spatial working memory capabilities •Historic gameplay of 19+ hours/week correlated positively with greater spatial working memory, spatial sequencing, and cognitive planning capabilities (high significance - p ranges from 0 to .006) 0 5 10 15 20 Spatial WM Spatioal Seq Cog Planning Cognitive capabilities and gameplay time > 19 hr/wk < 19 hrs/wk
  • 19. 19 Evaluating Games for Cognitive Potential
  • 20. 20 Cognitive Task Analysis (CTA) •Technique to capture and model behavioral and cognitive processes/activities for accomplishing a task at expert-level •decision-making processes •recognizing and responding to critical cues/environmental conditions •utilizing tools •performing sub-tasks •analyzing and altering one’s own performance •Commonly used by industry and research professionals •Human computer interaction, instructional system design •Developing : •Intelligent/Cognitive Tutors •Decision Support Systems •Roots in cognitive science
  • 21. Applying CTA to Video Games •Need to understand empirically: •Design of game •How game design interacts with player cognition •Using CTA to map and model cognition and interaction within video game play is novel to the literature. •Researching methods for applying CTA to video game analysis 21
  • 22. Protocol: CTA & Video Games Part I: Preliminary Analysis/Lexicon Development 22
  • 23. Protocol: CTA & Video Games Part 2: Focused Knowledge Elicitation 23
  • 24. 24
  • 25. Outcomes •Protocol developed for CTA on video gameplay that encompasses cognitive, mechanical, and design elements •Analysis shows modulating but persistent presence of all five cognitive adaptability design characteristics throughout Portal 2 •Indication of varying information processing/filtering and executive function requirements throughout game 25
  • 26. 26 Cognitive Profiling Portal 2 Micro-Puzzles
  • 27. 27 CANTAB Battery CANTAB Test Definition/Cognitive Components AST = attention switching Switching attention between two qualities/attributes and ignoring task-irrelevant information in the face of interfering/distracting event SSP = spatial span Recall of sequencing as a function of placement in space SWM = spatial working memory Retaining spatial information and manipulating remembered items in working memory via heuristic strategy RVI = rapid visual information processing Sustained attention OTS = one-touch stockings of Cambridge (executive planning) Spatial planning, visualizing solution without acting, planning actions and understanding their consequences RTI = reaction time Time taken to react to stimuli; includes both movement time and response latency Cambridge Cognition Limited, 2011
  • 28. 28 Micro-puzzles in Portal 2 •Nothing is a puzzle until it becomes a problem •Solved puzzles become tools if used to solve other problems •Puzzle may contain more than one micro-puzzle •E.g. catching objects in mi-air, use of lasers through emancipation grills or utilization of momentum
  • 29. 29 Cognitive alignments •Portal 2 previously treated as “black box” •Potential cognitive alignments began to appear during CTA •Mapping alignments to cognitive assessment tasks logical next step •Allow tailoring of levels/chapters in level builder to fit cognitive profiles •Led to defining micro-puzzle definitions/typology
  • 30. 30 Current development in profiling •Micro-puzzle typology •CANTAB mapping •I/ITSEC 2014 •Designing custom Portal 2 chapters/levels using Level Editor •Formative and summative testing •Transference testing
  • 31. 31 Current work in cognition •Quantitative correlational study •In data collection mode •Partners: •George Mason University •Marine Corps University •Studying the intersections between metacognition, grit/motivation, cognitive capabilities, and gameplay history especially with Portal 2 •Using online surveys and CANTAB testing
  • 32. 32 Rep and Ext of the Portal 2 Exp. •Original Portal 2 study to be replicated across multiple countries •UK, Australia, New Zealand, Canada, and the US •Led by the UK’s Defense Science and Technology Lab (DSTL) •Advised by ADL •Currently working on stakeholder buy-in across all countries •Refining protocol to include more robust intervention time, cultural differences, and large “n” •Execution timeframe within late 2014-mid year 2015
  • 33. 33 Resources Supporting Cognitive Adaptability Through Game Design http://www.adlnet.gov/resources/supporting-cognitive-adaptability-through-game- design?type=research_paper Can Game Design Be Leveraged to Enhance Cognitive Adaptability? http://www.adlnet.gov/wp-content/uploads/2013/02/CA-Games-Design-EJeL-GAL-FNL- 020313.pdf Can Playing Video Games Improve Cognition and Adaptability? http://www.adlnet.gov/from-adl-team-member-shane-gallagher-can-playing-video-games- improve-cognition-and-adaptability The Cognition of Gameplay http://www.adlnet.gov/from-adl-team-member-shenan-prestwich-the-cognition-of-gameplay Cognitive Task Analysis: Analyzing the Cognition of Gameplay and Game Design https://app.box.com/s/85tvzlmwv96v74yg1xnu Transforming Education Through Neuroscience, Cognition, and Game Design http://www.adlnet.gov/wp-content/uploads/2013/09/Transforming_Education_ITX3.pdf Example Video Portal 2 Cognitive Task Analysis: Ch. 1, Level 3
  • 34. 34 Contact Us Shane Gallagher shane.gallagher.ctr@adlnet.gov