Prêt-à-Jouer: commercial videogames as ready-made human perception labs.

IF 2.6
Frontiers in Cognition Pub Date : 2026-09-03 eCollection Date: 2026-01-01 DOI:10.3389/fcogn.2026.1944577
Jaap Munneke, Brian Anthony, Jennifer E Corbett
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引用次数: 0

Abstract

Cognitive science has long relied on carefully controlled laboratory paradigms to study perception, attention, and executive functioning, raising persistent questions about ecological validity when scenes are complex, demands are self-paced, and outcomes matter to the observer. Commercial videogames present exactly this kind of environment. They are cognitively demanding by design, motivating by nature and consistent enough across players to support systematic behavioral comparison. Unlike the tools of typical laboratory research, they already exist. Here, we encourage researchers to treat commercial games as ready-made testing grounds requiring only a minimal experimental toolkit of screen recording, eye tracking, and behavioral timing. We describe how researchers can select games, generate testable perceptual hypotheses directly from a game's affordances, and implement within-subjects designs, with no engine access or developer cooperation required. We close by distinguishing the ecological questions this approach can answer from the mechanistic ones it cannot.

Prêt-à-Jouer:商业电子游戏是现成的人类感知实验室。
长期以来,认知科学一直依赖于精心控制的实验室范式来研究感知、注意力和执行功能,当场景复杂、需求是自定节奏的、结果对观察者很重要时,对生态有效性提出了持续的问题。商业电子游戏呈现的正是这种环境。它们被设计为认知要求,被本质激励,并且在玩家之间足够一致,以支持系统的行为比较。与典型的实验室研究工具不同,它们已经存在。在这里,我们鼓励研究人员将商业游戏视为现成的测试场所,只需要使用屏幕记录、眼球追踪和行为计时等最小的实验工具。我们描述了研究人员如何选择游戏,直接从游戏的启示中产生可测试的感性假设,并在不需要引擎访问或开发者合作的情况下执行主题设计。最后,我们区分了这种方法能回答的生态问题和它不能回答的机械问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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