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  1. Esports: The Chess of the 21st Century.Matthew A. Pluss, Kyle J. M. Bennett, Andrew R. Novak, Derek Panchuk, Aaron J. Coutts & Job Fransen - 2019 - Frontiers in Psychology 10.
    For many decades, researchers have explored the true potential of human achievement. The expertise field has come a long way since the early works of de Groot (1965) and Chase and Simon (1973). Since then, this inquiry has expanded into the areas of music, science, technology, sport, academia and art. Despite the vast amount of research to date, the capability of study methodologies to truly capture the nature of expertise remains questionable. Some considerations include (i) the individual bias in the (...)
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  • Games for Psychological Science.Andrew Howes - 2017 - Topics in Cognitive Science 9 (2):533-536.
    How does the cognitive system, as a whole, act to generate behaviour? A crucial requirement for science aimed at answering this question is that any empirical paradigm is developed hand in hand with robust theoretical models that explain the emergence of behavioural strategies. Complex games have the potential to be one such paradigm.
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  • Game‐XP: Action Games as Experimental Paradigms for Cognitive Science.Wayne D. Gray - 2017 - Topics in Cognitive Science 9 (2):289-307.
    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to “accept a single complex task and do all of it.” More specifically, he told us that rather than taking an “experimental psychology as usual approach,” we should “focus on a series of experimental and theoretical studies around a single complex task” so as to demonstrate that our theories of (...)
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  • Allen Newell's Program of Research: The Video‐Game Test.Fernand Gobet - 2017 - Topics in Cognitive Science 9 (2):522-532.
    Newell argued that progress in psychology was slow because research focused on experiments trying to answer binary questions, such as serial versus parallel processing. In addition, not enough attention was paid to the strategies used by participants, and there was a lack of theories implemented as computer models offering sufficient precision for being tested rigorously. He proposed a three-headed research program: to develop computational models able to carry out the task they aimed to explain; to study one complex task in (...)
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  • What Has the Study of Digital Games Contributed to the Science of Expert Behavior?Neil Charness - 2017 - Topics in Cognitive Science 9 (2):510-521.
    I review the historical context for modeling skilled performance in games. Using Newell's concept of time bands for explaining cognitive behavior, I categorize the current papers in terms of time scales, type of data, and analysis methodologies. I discuss strengths and weaknesses of these approaches for describing skill acquisition and why the study of digital games can address the challenges of replication and generalizability. Cognitive science needs to pay closer attention to population representativeness to enhance generalizability of findings, and to (...)
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  • Six Suggestions for Research on Games in Cognitive Science.Christopher F. Chabris - 2017 - Topics in Cognitive Science 9 (2):497-509.
    Games are more varied and occupy more of daily life than ever before. At the same time, the tools available to study game play and players are more powerful than ever, especially massive data sets from online platforms and computational engines that can accurately evaluate human decisions. This essay offers six suggestions for future cognitive science research on games: Don't forget about chess, Look beyond action games and chess, Use -optimal play to understand human play and players, Investigate social phenomena, (...)
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