Login / Signup

Using games to understand the mind.

Kelsey R AllenFranziska BrändleMatthew M BotvinickJudith E FanSamuel J GershmanAlison GopnikThomas L GriffithsJoshua K HartshorneTobias U HauserMark K HoJoshua R de LeeuwWei Ji MaKou MurayamaJonathan D NelsonBas van OpheusdenThomas PouncyJanet RafnerIyad RahwanRobb B RutledgeJacob F ShersonÖzgür ŞimşekHugo J SpiersChristopher SummerfieldMirko ThalmannNatalia VélezAndrew J WatrousJoshua B TenenbaumEric Schulz
Published in: Nature human behaviour (2024)
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.
Keyphrases
  • virtual reality
  • mild cognitive impairment
  • risk assessment
  • clinical practice