Using Games to Understand the Mind

Author:

Allen Kelsey Rebecca1ORCID,Brändle Franziska,Botvinick Matthew M.,Fan JudithORCID,Gershman Samuel J.,gopnik alisonORCID,Griffiths Thomas L.2ORCID,Hartshorne Joshua K.ORCID,Hauser Tobias U.ORCID,Ho Mark K2ORCID,de Leeuw Joshua R,Ma Wei Ji3ORCID,Murayama KouORCID,Nelson Jonathan D.ORCID,van Opheusden BasORCID,Pouncy H. Thomas,Rafner JanetORCID,Rahwan IyadORCID,Rutledge RobbORCID,Sherson Jacob Friis,Simsek Ozgur,Spiers HugoORCID,Summerfield ChristopherORCID,Thalmann Mirko,Vélez Natalia2,Watrous AndrewORCID,Tenenbaum JoshuaORCID,Schulz Eric

Affiliation:

1. Massachusetts Institute of Technology

2. Princeton University

3. New York University

Abstract

Board, card, or video games have been played by virtually every individual in the world population, with both children and adults participating. Games are popular because they are intuitive and fun. These distinctive qualities of games also make them ideal as a platform for studying the mind. By being intuitive, games provide a unique vantage point for understanding the inductive biases that support behavior in more complex, ecological settings than traditional lab 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 both the advantages and drawbacks of using games relative to standard lab-based experiments and lay out a set of recommendations on how to gain the most from using games to study cognition. We hope this article will lead to a wider use of games as experimental paradigms, elevating the ecological validity, scale, and robustness of research on the mind.

Publisher

Center for Open Science

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