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Cognition and Game Design: Designing for Cognitive Adaptability GameTech 2014 Orlando 5 Sep Patrick Shane Gallagher, Ph.D., Serco in support of ADL

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

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Page 1: Game tech 2014 cognition and game design  designing for cognitive adaptability fnl

Cognition and Game Design: Designing for Cognitive Adaptability

GameTech 2014 Orlando 5 Sep

Patrick Shane Gallagher, Ph.D., Serco in support of ADL

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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

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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

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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?

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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….

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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

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Can cognitive capabilities be enhanced…

through game play with the right

game designs?

If so, how?

That is our question….

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Enhancing the cognitive

components of adaptability

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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

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Cognitive Adaptability Context

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How This Translates to Game

Design

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“…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

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A Variation on MDA: FFMDA

13

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Lens of Analysis

Clinical Psychology ∩ Learning Science

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What game?

X

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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

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Portal 2 Intervention

0

5

10

15

20

25

30

Focused Attention

Portal MS Gamers

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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

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Evaluating Games for Cognitive

Potential

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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

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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

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Protocol: CTA & Video Games

Part I: Preliminary Analysis/Lexicon Development

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Protocol: CTA & Video Games

Part 2: Focused Knowledge Elicitation

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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

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Cognitive Profiling

Portal 2 Micro-Puzzles

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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

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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

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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

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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

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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

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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

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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

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Contact Us

Shane Gallagher

[email protected]