你未曾使用的最丰富的范式:商业电子游戏在人机交互与认知科学交汇点上的位置
The Richest Paradigm You're Not Using: Commercial Videogames at the Intersection of Human-Computer Interaction and Cognitive Science
AI总结:
本文提出利用商业电子游戏作为研究人机交互与认知科学交汇点的范式,通过屏幕录制、眼动追踪等工具研究感知、注意和执行功能。
摘要:
合成自Corbett和Munneke(2025),他们证明了源自人机交互(HCI)和游戏设计的问题可以通过认知科学的理论工具包来回答,本文观点认为,商业电子游戏在人机交互和认知科学交汇点上是一个长期被忽视的研究环境。认知科学长期以来依赖于精心控制的实验室范式来研究感知、注意和执行功能,从而引发了关于生态效度的持续质疑。相比之下,人机交互领域已经花费数十年时间开发出研究行为在丰富、复杂、互动环境中的方法,但对这些行为揭示出的底层认知机制却关注较少。商业电子游戏正好位于这个交汇点上。它们是出于设计目的而具有认知挑战性的,具有内在动机,并且在不同玩家之间足够一致,以支持系统的行为主观比较。游戏的可供性结构完成了实验操纵通常要求研究人员完成的工作,即时实例化了对玩家真实、持续且有意义的认知需求。我们主张在商业游戏中使用最小的观察工具包——屏幕录制、眼动追踪和行为计时——来有意义地研究感知、注意和执行功能。我们提出了一种可供性-认知映射框架,作为游戏选择和研究设计的系统基础,并为希望在该领域工作的研究人员提供实际的方法论建议。
英文摘要:
Synthesizing from Corbett and Munneke (2025), who demonstrated that questions originating in human-computer interaction (HCI) and game design can be answered through the theoretical toolkit of cognitive science, this perspective argues that commercial videogames represent a largely underutilized research environment at the intersection of these two fields. Cognitive science has long relied on carefully controlled laboratory paradigms to study perception, attention, and executive functioning, raising persistent questions about ecological validity. HCI, by contrast, has spent decades developing methods for studying behavior in rich, complex, interactive environments, but has been less concerned with what that behavior reveals about underlying cognitive mechanisms. Commercial videogames sit precisely at this intersection. They are cognitively demanding by design, motivating by nature, and consistent enough across players to support systematic behavioral comparison. The affordance structure of a game does the work that experimental manipulations typically require of the researcher, instantiating cognitive demands that are genuine, sustained, and meaningful to the player. We argue that perception, attention, and executive functioning can be meaningfully studied within commercial games using a minimal observational toolkit of screen recording, eye tracking, and behavioral timing. We propose an affordance-cognition mapping framework as a systematic basis for game selection and research design and offer practical methodological recommendations for researchers wishing to work in this space.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。