I realized several things when trying to write a follow-up to my last blog post:
1) I had no idea where to start explaining things.
2) It was too big of an argument to do all at once
3) Even if I knew where to start, and could write it all out, I had not organized my own thoughts well enough yet and put them out there. So basically the writing would be both incoherent and impenetrable! Not a good way to start a blog!
So instead here is a slightly kinder, more introductory post on how I think we can integrate cognitive science and video game development in some really cool ways.
A few months ago I was brainstorming ideas for TOJAM(Put a link in later), a local indie game design competition/thing and came up with a kind of RTS (real-time-strategy) that I think could be a kind of proof of concept of some neat ideas. I had recently read about Navon Letters (cite this) and their effect on people's insight problem solving abilities, and figured that using them in a game could lead to some really cool gameplay.
First of all, a quick and dirty introduction to insight problem solving. Insight problems are the kind of problems where changing how you are looking at them from an often incorrect framing is essential to solving the problem. Most people are familiar with the 9 dot problem, but likely by the name of "that stupid impossible problem on the place-mat in the diner on the side of the road". For those unfamiliar with the problem, it goes something like this:
Draw a line that goes through the 9 dots without lifting your pen from the page and with only 4 lines. It looks like this:
If you have a piece of paper handy, try drawing a few sets of these dots and trying to solve the problem. If this is your first time encountering this, PLEASE DO NOT LOOK UP THE SOLUTION RIGHT AWAY! Avoid the temptation of cognitive miserliness!
And just to put some space between the problem and the solution, here is why it is good filler for the place-mat at a crappy restaurant. Since it is notorious for needing a change of framing and for putting us in the wrong framing at first glance, it is a perfect distraction to eat up your attentional resources so you don't notice how long the food is taking to be served, or that the chef just sneezed into the salad. It is interesting to see how a problem from a psych study several decades ago has spread into places you would least expect.
Alright, so enough of that. Here is one possible solution:
Don't feel bad if you couldn't solve it and gave in, it doesn't mean you are unintelligent or a horrible human being or anything. Pretty much everyone else who is encountering it for the first time right now did exactly what you did.
You are probably thinking right now that the solution was dumb, or that it broke some kind of rule that you couldn't draw outside of the box. But then let me pose this question to you, the reader: where did I say that it was a box, or that you could not draw outside of the lines? Pretty much everybody sees this as a constraint on the problem even though it was never specified. We need to break out of the frame that we are seeing the problem in to frame it in a new way, to look at it from a new perspective, and then the solution becomes incredibly simple (An aside: this is the origin of the much over-used and misused phrase "you need to think outside the box". Ironically enough, telling someone to "think outside the box" has absolutely no bearing on their ability to solve insight problems).
For the frustrated among you after trying this problem who think that they cannot do insight problems, you are solving them every time you get one of those eureka moments (the story is overused, but look up the origin of the word eureka for another good insight problem solving example), when you suddenly see things in a different way that makes a solution so much clearer.
Since this is also a blog about game development, here are some examples us gamers would find very familiar. The time when you realized that you could use your deku sticks in Ocarina of Time to spread fire from one torch to another was a moment of insight. Or when you realized a new use for a unit in an RTS, like sending a single zergling staggered ahead of your main attack force into some seige tanks to soak up the first shot in StarCraft. Or when you noticed that if you just calmed down and realized that jumping was not the only way to attack you would stop getting hit by shoryukens in Street Fighter. Or the time you took two innocuous Magic: The Gathering cards you had tossed into a pile and realized that they had some profound and powerful strategies if you used them together.
You had hit things with deku sticks before, or built units in an RTS before, or performed a varied offense in a fighting game before, or played cards in a card game before, but this was something different. It felt like something different didn't it? That's what insight problem solving feels like.
So now the question is, how can we make ourselves better at solving these problems, at switching frames, at finding the insightful solutions? And why did I name-drop Navon letters earlier in this post?
Navon letters are these things:
They are letters made up of smaller letters, usually with the component letters being different than the overall letter. Look at that shape and what do you see? An H made of T's? Or just a bunch of T's? Notice that you can do a kind of shift in your perception, almost like the optical illusion of seeing a drawing of a cube going into a page and popping out of a page. This is a perceptual shift, and we are actually engaging different kinds of processing when we see it as a bunch of T's and when we see it as an H.
Before I get into what those processing styles are, I will jump ahead to what Hunt and Carroll (2008) found in subjects primed with these Navon letters. Subjects in their study were given the task of either identifying the components (the T's) or the gestalt/larger letter (the H). They were given a series of these letters and then asked to do some insight problems.
What they found was that the subjects who were told to look at what the larger letter was showed markedly better performance on the insight tasks than the ones who were told to look at the components. Telling them to look at what the larger letter was priming them to look at the frame they were putting around the problem, in a literal sense and in a more abstract sense. It was engaging our cognitive style that is good at looking at how we look at things. So, now we have some interesting results! Here is something that can effect our insight problem solving abilities!
So, what about the game I mentioned? The one that takes advantage of this effect? That's for part2, since this is getting way longer than I thought it would. But here is a taste: what if we had an RTS where quickly moving from looking at what units your formation is made up of to looking at what your formation is was integral to the gameplay? This would be exploiting the navon letter effect in a time constrained pressure situation that relied on strategy and thinking. What kind of effects would we see in our players?
Minds, Machines, and Games
Saturday, June 26, 2010
Friday, June 18, 2010
The Outline
Here it is, the start of my argument about how games effect our cognition and long-term psychological development. I am keeping it brief, but I will flesh this out more later.
We do not just play video games. Video games play us too.
When we are playing a game, some parts of the game are acting in accordance to our actions through whatever peripheral we are using. This much is really obvious and intuitive. But what about how the game is playing us? There is a whole system running the game, a set of mechanics that work together to make something more than the sum of it's parts. It creates in a sense real-time interactivity with behaviors that we integrate into ours in order to play the game. We shape the way we behave to shape how the game unfolds, and the unfolding of the game shapes our behavior right back.
The events and systems in our lives can radically change our thinking.
Another uncontroversial statement at first; Attitudes about the nature of intelligence have profound effects on our lives (Dwyeck) and can push us towards foolishness. Small changes from moment-to-moment can change our way of thinking, such as the changes in insight problem solving ability exhibited by people when told to focus on the different aspects of navon letters.
The developmental power of games is that they provide a stable system that we can explore that can subtly guide our development.
This stability and the exploration is what helps turn the short term moment-to-moment interaction into the long term attitudes and cognitive styles. That is why games can be incredibly powerful engines of folly in our lives, but can also be useful tools to help us become wiser.
We do not just play video games. Video games play us too.
When we are playing a game, some parts of the game are acting in accordance to our actions through whatever peripheral we are using. This much is really obvious and intuitive. But what about how the game is playing us? There is a whole system running the game, a set of mechanics that work together to make something more than the sum of it's parts. It creates in a sense real-time interactivity with behaviors that we integrate into ours in order to play the game. We shape the way we behave to shape how the game unfolds, and the unfolding of the game shapes our behavior right back.
The events and systems in our lives can radically change our thinking.
Another uncontroversial statement at first; Attitudes about the nature of intelligence have profound effects on our lives (Dwyeck) and can push us towards foolishness. Small changes from moment-to-moment can change our way of thinking, such as the changes in insight problem solving ability exhibited by people when told to focus on the different aspects of navon letters.
The developmental power of games is that they provide a stable system that we can explore that can subtly guide our development.
This stability and the exploration is what helps turn the short term moment-to-moment interaction into the long term attitudes and cognitive styles. That is why games can be incredibly powerful engines of folly in our lives, but can also be useful tools to help us become wiser.
My motivation.
I have thought it for a while now that games that push us away from our process oriented thinking are really bad for our development, and I planned on writing about it soon. But I think that I had become too academic in my feelings about this subject lately. Since I had cut out the worst offenders from my gaming diet a few years ago, I had lost touch with how important this issue is. I had become a little discouraged, I didn't think that people would care to know why they are a problem. But a post that I saw on a message board today renewed me and made me motivated when I needed it.
They created a topic, titled I am addicted to flash games....and I don't know why.
In it they said:
I have been playing AdventureQuest and DragonFable and MechQuest and AdventureQuest Worlds(the latest drug), and most Newgrounds flash submissions for a long time. I am now nearly two years into a simple yet fulfilling game. Why does it fulfill me? I am an avid gamer and own a PS3 but my PC has had my attention too much lately.
Hi I am ********** and I am a Flash Gaming Addict. Is there hope for me?
Yes, I think there is hope. I think that we can not only understand what makes these games so bad for us, but also what we can do to make things better. I think we can make games that make us better people. Thank you random internet message board poster guy.
That is why I want to be a game developer.
They created a topic, titled I am addicted to flash games....and I don't know why.
In it they said:
I have been playing AdventureQuest and DragonFable and MechQuest and AdventureQuest Worlds(the latest drug), and most Newgrounds flash submissions for a long time. I am now nearly two years into a simple yet fulfilling game. Why does it fulfill me? I am an avid gamer and own a PS3 but my PC has had my attention too much lately.
Hi I am ********** and I am a Flash Gaming Addict. Is there hope for me?
Yes, I think there is hope. I think that we can not only understand what makes these games so bad for us, but also what we can do to make things better. I think we can make games that make us better people. Thank you random internet message board poster guy.
That is why I want to be a game developer.
Wednesday, June 16, 2010
The List
So, here is the list! Can you feel the suspense? Probably not.
Things I want to post about (in no particular order)
What does it mean to have a balanced game? Does that mean something different for single player games than multiplayer? How can you try to balance a game?
How do games effect our cognition? Can we set them up in ways that will more likely alter someone's thinking in a certain way? If so, how can we make games that make us better thinkers?
In what ways is our perception of the world an illusion? What can we do about this?
What does it mean to create a true artificial intelligence?
How is the business world tackling the problems of cognitive biases?
Dynamical Systems. What?
Art: its changing our perspective of things. Thats pretty neat. Whats going on there?
Buddhism. Some cool ideas? Probably.
Memes. Holy shit that is some cool stuff.
TED Talks, because those are always cool
Posts from the game developers conference! (Hopefully!)
How does my typing this stuff RIGHT NOW effect the way I think?
Why the business world is weird.
My lengthy housing search that has enough twists and turns in it to be made into an epic poem. Too bad all those awesome epic poem writing dudes are long dead or else I would be all like: Hey dude who wrote beowulf, I bet you can make a cool poem about it. Make it have crazy demons and shit. And he would be like, it needs more sexy times and I would be like, I know!
Why my list has degenerated in prose the longer it gets (AND NOW IT HAS COME FULL CIRCLE! AND THEN AGAIN IN ONE LINE!)
The effect of commutes on society and the lives of those that take part in them.
How radio helps our culture. (And why CBC metro morning is excellent)
Our finitary predicament (Thanks John!)
And more, as I think of them.
Labels:
degenerating,
linguistics,
lists,
plan,
radio,
rambling,
recursion,
sexy,
the future
My first post
Hello world! I am making a blog! Finally!
I have been meaning to start to do some mind dumps of all the things I think about, since I figure if I find them interesting, I bet someone else out there will too. I will try to only dump my good ideas and thoughts on here, but no guarantees!
I have been meaning to start to do some mind dumps of all the things I think about, since I figure if I find them interesting, I bet someone else out there will too. I will try to only dump my good ideas and thoughts on here, but no guarantees!
First off, introductions! I am me, Simon Cook, you are someone out there in the world (hopefully) or maybe some search engine crawler, and I would like to introduce you to some text!
I am a 4th year undergrad at UofT studying computer science and cognitive science, and I plan one day to be a video game developer. I like thinking about how our minds work, how our minds work when playing video games, how our video games work when playing our minds (aha!), and other such stuff. Oh yeah, and less complicated things (or are they?) like food, shelter, love, life, happiness, music, culture, art, and all those things that make up my life.
I will be updating this frequently as I work off my list of "things I have been wanting to post on the internet but never have" including... A list! Of things I have been wanting to post on the internet but never have. So now you know what to expect! Aren't I a nice guy taking away some uncertainty in your world? Not really, since I also made it more complex since you now have another thing to think about.
And so you have it, a taste of things to come!
Labels:
art,
introduction,
life,
profile,
psychology,
rambling,
thinking,
video games
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