"Critic-proofing" of the cognitive aspects of simple games

This paper posits the use of computer games as cognitive development tools that can provide players with transferable skills suitable for learning in the 21st century. We describe a method for categorizing single-player computer games according to the main cognitive function(s) engaged in by the player during gaming. Categorization was done in collaboration with a neuropsychologist, academic researchers, and research assistants. Twelve research assistants, mostly domain novices, were trained to categorize games according to a cognitive matrix developed by the neuropsychologist. They also categorized the games, and evaluated and commented on the relevance of the neuropsychologist's categorization of the games. Through the process of "critic proofing," computer games were reliably classified into primary and secondary cognitive categories, and the team was able to identify problems with both the categorization of certain games and the definitions of some of the cognitive functions in our cognitive matrix. Such an approach allowed for the identification of under-populated cognitive categories in the project's existing repository of games, and for further development of the cognitive representation framework, information useful for both researchers and designers in the gaming industry. We describe a method for relating single-player computer games to the player's cognitive functions.We describe development of the cognitive representation framework.Cognitive Matrix tool is provided.Reliability of coding of games is established.Identification of potentially problematic categories and games is given.

[1]  V. Rideout,et al.  Generation M2: Media in the Lives of 8- to 18-Year-Olds , 2010 .

[2]  J. Gee Good video games and good learning , 2007 .

[3]  Waldemar Karwowski,et al.  A Systemic-Structural Theory of Activity: Applications to Human Performance and Work Design , 2006 .

[4]  George Yule,et al.  The study of language , 1998 .

[5]  Rachel K. E. Bellamy,et al.  Designing educational technology: computer-mediated change , 1995 .

[6]  D. Jonassen,et al.  Activity theory as a framework for designing constructivist learning environments , 1999 .

[7]  Sabbir Ahmed,et al.  School Age Children's Cognition Identification by Mining Integrated Computer Games Data , 2012, CSEDU.

[8]  Joanne O'Mara,et al.  Computer games — pushing at the boundaries of literacy , 2010, The Australian Journal of Language and Literacy.

[9]  Mireille Bétrancourt,et al.  Video Game Research in Cognitive and Educational Sciences , 2007 .

[10]  Gary B. Wills,et al.  A Conceptual Framework for Serious Games , 2009, 2009 Ninth IEEE International Conference on Advanced Learning Technologies.

[11]  Jung-Woo Son,et al.  Differences of IQ among ADHD children with modality-specific attention problem , 2006 .

[12]  F. Newman,et al.  Lev Vygotsky : revolutionary scientist , 1993 .

[13]  Peter A. Chow-White,et al.  Digital Divide , 2018, Oxford Bibliographies Online Datasets.

[14]  Thea Ionescu,et al.  Exploring the nature of cognitive flexibility. , 2012 .

[15]  Ian Bogost,et al.  Persuasive Games: The Expressive Power of Videogames , 2007 .

[16]  Debra A. Lieberman,et al.  Digital Games for Young Children Ages Three to Six: From Research to Design , 2009 .

[17]  E. Crone,et al.  Training the developing brain: a neurocognitive perspective , 2012, Front. Hum. Neurosci..

[18]  Lisa Gallagher Tuleya Thesaurus of psychological index terms , 2007 .

[19]  D. Gentile The multiple dimensions of video game effects. , 2011 .

[20]  Alvin,et al.  Thesaurus of psychological index terms, 7th ed. , 1994 .

[21]  James Paul Gee,et al.  Learning by Design: Good Video Games as Learning Machines , 2005 .

[22]  Tom Apperley Genre and game studies: Toward a critical approach to video game genres , 2006 .

[23]  R. de Lisi,et al.  Improving Children's Mental Rotation Accuracy With Computer Game Playing , 2002, The Journal of genetic psychology.

[24]  Torkel Klingberg,et al.  Training and transfer effects of executive functions in preschool children. , 2009, Developmental science.

[25]  H. Milner The Digital Divide , 2006 .

[26]  Mauro Tavella,et al.  Developing strategic and reasoning abilities with computer games at primary school level , 2007, Comput. Educ..

[27]  H. Gardner,et al.  Frames of Mind: The Theory of Multiple Intelligences , 1983 .

[28]  Richard E. Mayer,et al.  The Psychology of Abilities, Competencies, and Expertise: What Causes Individual Differences in Cognitive Performance? , 2003 .

[29]  Hitendra K. Pillay,et al.  An Investigation of Cognitive Processes Engaged in by Recreational Computer Game Players , 2002 .

[30]  J. Zull The Art of Changing the Brain , 2023 .

[31]  Monica E. Wolfe,et al.  Executive function processes: inhibition, working memory, planning and attention in children and youth with Attention Deficit Hyperactivity Disorder , 2006 .

[32]  S. MacFarlane,et al.  Adapting the Heuristic Evaluation Method for Use with Children , 2006 .

[33]  M. Kalpidou,et al.  The Development of Behavioral and Emotional Self-Regulation During the Preschool Period. , 1997 .

[34]  J. Pratt,et al.  The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. , 2005, Acta psychologica.

[35]  Francesc Pedró,et al.  The New Millennium Learners: Challenging our Views on ICT and Learning , 2006 .

[36]  George Yule,et al.  The Study of Language (4th edition) Study Guide , 2010 .

[37]  V. Kaptelinin Activity theory: implications for human-computer interaction , 1995 .

[38]  Jon Radoff,et al.  Game On: Energize Your Business with Social Media Games , 2011 .

[39]  R. Folmer rTMS for Tinnitus , 2012, Frontiers in Human Neuroscience.

[40]  Fernanda Ferreira,et al.  Cognitive inhibition and working memory in attention-deficit/hyperactivity disorder. , 2008, Journal of abnormal psychology.

[41]  Lance Strate,et al.  Communication and Cyberspace: Social Interaction in an Electronic Environment , 1996 .

[42]  D. R. Shaffer,et al.  Developmental Psychology: Childhood and Adolescence , 1989 .

[43]  Christine Brown,et al.  Computer game development as a literacy activity , 2009, Comput. Educ..

[44]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..

[45]  Thomas M. Connolly,et al.  The role of psychology in understanding the impact of computer games , 2011, Entertain. Comput..

[46]  Patricia M. Greenfield,et al.  Effect of video game practice on spatial skills in girls and boys , 1994 .

[47]  David Pinelle,et al.  Heuristic evaluation for games: usability principles for video game design , 2008, CHI.

[48]  L. S. Vygotksy Mind in society: the development of higher psychological processes , 1978 .

[49]  Regan L. Mandryk,et al.  Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations , 2010, Future Play.

[50]  Elizabeth S. Guy From rollout to appropriation : changing practices of development and use during a groupware project , 2005 .

[51]  Jakob Nielsen,et al.  How to Conduct a Heuristic Evaluation , 2006 .

[52]  P. Chan,et al.  A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents , 2006, Annals of general psychiatry.

[53]  Elisheva F. Gross,et al.  The impact of computer use on children's and adolescents' development , 2001, Journal of Applied Developmental Psychology.

[54]  Elisheva F. Gross,et al.  The impact of home computer use on children's activities and development. , 2000, The Future of children.