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Title: Raessens 7 Sandra Calvert: Cognitive Effects of Video Games


1
Raessens 7Sandra Calvert Cognitive Effects of
Video Games
2
Is There Embodiment in WoW?
3
WoW Characters
Are characters conceptual or concrete? Why? How?
4
Player Interaction in WoW
Conceptual or concrete? Why is this motivating?
5
The World of Second Life
Is the world of Second Life conceptual or
concrete? What is wrong with the existing world?
6
Why create avatars?
What are avatars and why are they needed? What
characteristics are valued?
7
Chapter Overview
  • Calvert was one of the first people to
    investigate computer games.
  • Her information recapitulates some of what is in
    other chapters.
  • She tends to reference some primary sources
    (McLuhan, Piaget) that, while influence, are a
    bit dated.
  • I will add information from more recent research.

8
Information Processing Theories
  • Berlyne (really based on Claude Shannons models
    of uncertainty and structure)
  • She ties that to Huston and Wright (who based
    some of their work on Krull and Watt, who based
    their work on Shannon).
  • Huston and Wright used analogies to refer to the
    same sort of ideas as Shannons numbers action,
    pacing, visual and auditory special effects,
    character vocalizations.
  • What is the brain physiology for this stuff?

9
Collecting Sensory Input
  • 1. Stimulus in the world
  • 2. Sensory organ
  • 3. Nerve pathway to the brain
  • 4. Area of the brain to receive and process
    neuronal impulses

10
Two Modes of Information Processing
11
Hemispherical Specialization
12
External Brain Anatomy
13
Summary of Brain Anatomy
  • Conscious cognition is only one of many brain
    processes.
  • Human activity requires several simultaneous
    brain processes.
  • The brain controls the body through conscious and
    automatic processes.
  • Sub-sections of the brain control specific
    processes. (e.g. vision motor behavior)

14
Visual Processing
15
Summary of Visual Processing
  • Vision involves the eyes, optical pathway,
    primary visual areas of the brain, and links to
    other areas.
  • Automatic (involuntary) visual processes are fast
    and adapt to the environment.
  • Conscious (voluntary) visual processes are slow
    but support communication and task completion.

16
Fine Motor Control
  • The brain and spinal column control the body.
  • Some actions occur without conscious control.
  • Some learned actions occur without conscious
    control.
  • New and very fine actions may require conscious
    control.
  • Conscious control is slow.

17
Fine Motor Control
18
Brain Processes 1
  • The areas of the brain activated depend on the
    perceptual channel of the information, user
    goals, and tasks.
  • Some activation is spread across major brain
    areas (e.g. semantic processing in both visual
    and auditory areas).
  • Some activation is specific to processes and
    areas (e.g. visual versus auditory areas surface
    versus semantic processing).

19
Brain Processes 2
  • Mirror Neurons related areas of the brain are
    activated when
  • We do a task
  • We watch a task done
  • We imagine a task
  • We read about a task being done. (Tettamanti, et
    al.)
  • Example
  • When experts watch someone else perform a task,
    the parts of their motor cortex involved in doing
    the task becomes active. (Calvo-Merino, et al.
    Haslinger Erhard Baldisera, et al.)

20
Brain Processes 3
  • Our brains use different vision areas to handle
    object-based than body-based information (Milner
    and Goodale).
  • Our brains use different areas to process
    information about inanimate objects than animate
    ones, based on our inferences about their
    intentionality (Borghi Rizzoletti Arbib
    Wheatly, et al. Weisberg, et al. Chaminade, et
    al. Mar, et al.).
  • Our brains process information about objects with
    similar areas (e.g. processing of their
    perceptible features) as from prior contact with
    objects (Borghi).
  • Some perceptual and semantic processes are shared
    by vision and hearing and some are distinct
    (Vandeberghe, et al.).
  • Language areas can be activated during
    observations of peoples performing tasks and
    using tools (Willems, et al. Kan, et al.).

21
Embodiment Theorists (sort of)
  • Arthur Glenberg
  • Language processing as a clue to mental processes
  • Integration of text and graphics
  • Barbara Tversky
  • Visual and verbal information processing of
    assembly instructions, maps, and machines
  • Milner and Goodale
  • The brain handles visual information using
    multiple systems the predator-system
    (body-centered orientation) object-centered
    orientation in space

22
Glenberg Space derived from text 1
  • Spatial environments derived from textual
    descriptions should activate noticing of spatial
    placements.
  • Support is inconsistent.
  • Verbal description of action orders may affect
    spatial perception, but illustrations may modify
    that.
  • Indexical hypothesis
  • If we just manipulate abstract symbols, we cant
    be sure what we are talking about.
  • The meaning of a situation is the set of actions
    available.
  • Sentence meaning requires 1. meaning of words,
    2. Grammatical forms, 3. restrictions of semantic
    relations, 4. symbols must appear in proper
    relations based on experience or grammatical
    class.

23
Glenberg Space derived from text 2
  • Comprehension 1. noun phrases mapped onto actual
    objects, 2. affordances are derived from the
    indexed objects, 3. affordances are meshed under
    sentence syntax
  • Sentences make sense if they form a doable set of
    objects.
  • Language is ambiguous because it ignores details
    images show details that make affordances clear.

24
Tversky 1
  • Bryant, Tversky and Franklin Descriptions from
    participants and viewers perspectives produce
    different speeds of retrieval for positions and
    directions of objects.
  • Tversky, Lee and Mainwaring the literature
    suggests that writers should adopt a single
    perspective on scenes, yet communicators
    frequently do switch perspectives.
  • Point of view can be seen in several ways (e.g.
    the fountain is to the left of City Hall really
    involves two objects and the viewer of the
    scene) relative (gaze), intrinsic (route) and
    absolute (extrinsic).
  • Or, gaze tour (external speakers fixed point of
    view), route tour (changing point of view of
    someone moving through an environment), survey
    perspective (overview from above)
  • When environments are well learned, speakers can
    mix perspectives without confusing their
    audience.
  • Perspective switching does slow reading times,
    though not all switches produced the same
    differences.

25
Tversky 2
  • Consistent uses of a route perspective or a
    survey perspective does involve changes of
    descriptions of objects relative to environments,
    but not in the same way. Some switches within
    perspectives are easier to manage than others.
  • People seem to switch macro-perspectives when
    changes of scene within a perspective entail
    higher mental costs.
  • Principle of salience choose a salient object
    (big).
  • Principle of ease choose terms of reference
    (e.g. north-south and east-west) that are easy to
    produce and comprehend.

26
Tversky 3
  • Tversky and Lee how space structures language
  • Language is good for some spatial topics
    (physical spaces) and poor for others (faces)
  • Schematization similarity to the extent that
    language and ception (perception and conception)
    schematize things similarly, language will be
    successful at communicating space.
  • Peoples perception of space is dependent on that
    people are thinking, how they construe a scene,
    goals at hand, past experience, available
    knowledge structures.
  • We perceive objects as distinct and having parts.
    How?
  • Figures tend to have characteristics familiar
    from Gestalt psych. Backgrounds tend to be more
    complex and have more features. In language we
    tend to focus on figures, and describe fewer
    details of backgrounds.
  • People tend to describe objects in terms of more
    specific categories (apple) than general
    categories (fruit).

27
Brain Processes 3
  • Our brains use different vision areas to handle
    object-based than body-based information (Milner
    and Goodale).
  • Our brains use different areas to process
    information about inanimate objects than animate
    ones, based on our inferences about their
    intentionality (Borghi Rizzoletti Arbib
    Wheatly, et al. Weisberg, et al. Chaminade, et
    al. Mar, et al.).
  • Our brains process information about objects with
    similar areas (e.g. processing of their
    perceptible features) as from prior contact with
    objects (Borghi).
  • Some perceptual and semantic processes are shared
    by vision and hearing and some are distinct
    (Vandeberghe, et al.).
  • Language areas can be activated during
    observations of peoples performing tasks and
    using tools (Willems, et al. Kan, et al.).

28
Naming Pix of Tools versus Naming Animals
Naming Animals Naming Tools
29
Processing Audio, Visual, Moving Still
Information
Comparative information of material presented in
various modalities
30
Calverts view of information processing 1
  • Visual attention
  • Salient (bright, bold, ) features draw
    involuntary attention.
  • Marker features (learned cues) can draw voluntary
    attention after practice.
  • Players learn where to pay attention.
  • Representation and memory
  • Players build schemas of games and apply them
    during play.
  • But what are schemas like?

31
Calverts view of information processing 2
  • A Piagetian model
  • Enactive representation similar to embodiment
  • Iconic representation concrete visual symbols
  • Player spatial skills e.g. game spaces and
    folding paper (similar to work by Heiser and
    Tversky on maps, instructions, etc. also mental
    rotations of objects by Parsons, Krull, others)
  • Symbolic representation words
  • Could be truly abstract, in the mode of
    traditional linguistics
  • Or, embodied language
  • Output could be connected to the above
  • If users receive enactive and iconic
    representations, they may respond with twitches.
  • Symbolic input may lead to symbolic output.
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