升级动物玩法研究。

IF 7.5 1区 医学 Q1 BEHAVIORAL SCIENCES
Fay E. Clark
{"title":"升级动物玩法研究。","authors":"Fay E. Clark","doi":"10.1016/j.neubiorev.2025.106016","DOIUrl":null,"url":null,"abstract":"<div><div>Play in humans and other animals is widespread and intuitive to recognise. Creative, unstructured play is difficult to quantify, but games direct play towards a specific goal and have defined rules, mechanics and rewards. To date, games have been under-utilised in human and animal behavioural neuroscience. This review evaluates evidence that animals can play human games, including game-theory contests, tangible games, and video games. Animals can be trained to play various human games with cognitive capacities such as role adoption, rule-following and performance monitoring. Animals can make irrational gameplay decisions that jeopardise rewards and have salient emotional responses to winning and losing. Games can advance the field of behavioural neuroscience in several ways. Cognitive tasks can become more engaging and ecologically relevant by adding game elements, known as gamification. Games can be used to induce and measure more naturalistic emotional responses to the process of overcoming (progression/regression) and end state (winning/losing) of cognitive challenges. There is also scope to target specific cognitive skill deficiencies in captive animals using games. However, a recent rapid increase in computerised testing environments raises an important ethical question about the boundary between games and reality for animals.</div></div>","PeriodicalId":56105,"journal":{"name":"Neuroscience and Biobehavioral Reviews","volume":"169 ","pages":"Article 106016"},"PeriodicalIF":7.5000,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Levelling up the study of animal gameplay\",\"authors\":\"Fay E. Clark\",\"doi\":\"10.1016/j.neubiorev.2025.106016\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>Play in humans and other animals is widespread and intuitive to recognise. Creative, unstructured play is difficult to quantify, but games direct play towards a specific goal and have defined rules, mechanics and rewards. To date, games have been under-utilised in human and animal behavioural neuroscience. This review evaluates evidence that animals can play human games, including game-theory contests, tangible games, and video games. Animals can be trained to play various human games with cognitive capacities such as role adoption, rule-following and performance monitoring. Animals can make irrational gameplay decisions that jeopardise rewards and have salient emotional responses to winning and losing. Games can advance the field of behavioural neuroscience in several ways. Cognitive tasks can become more engaging and ecologically relevant by adding game elements, known as gamification. Games can be used to induce and measure more naturalistic emotional responses to the process of overcoming (progression/regression) and end state (winning/losing) of cognitive challenges. There is also scope to target specific cognitive skill deficiencies in captive animals using games. However, a recent rapid increase in computerised testing environments raises an important ethical question about the boundary between games and reality for animals.</div></div>\",\"PeriodicalId\":56105,\"journal\":{\"name\":\"Neuroscience and Biobehavioral Reviews\",\"volume\":\"169 \",\"pages\":\"Article 106016\"},\"PeriodicalIF\":7.5000,\"publicationDate\":\"2025-02-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Neuroscience and Biobehavioral Reviews\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0149763425000168\",\"RegionNum\":1,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"BEHAVIORAL SCIENCES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Neuroscience and Biobehavioral Reviews","FirstCategoryId":"3","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0149763425000168","RegionNum":1,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BEHAVIORAL SCIENCES","Score":null,"Total":0}
引用次数: 0

摘要

玩耍在人类和其他动物中很普遍,而且很容易识别。创造性的、非结构化的玩法很难量化,但游戏会引导玩家朝着特定目标前进,并拥有明确的规则、机制和奖励。到目前为止,游戏在人类和动物行为神经科学中的应用还不够充分。这篇综述评估了动物可以玩人类游戏的证据,包括博弈论竞赛、有形游戏和电子游戏。动物可以被训练来玩各种具有认知能力的人类游戏,如角色接受、规则遵循和表现监控。动物可能会做出非理性的游戏决策,危及奖励,并对输赢产生明显的情绪反应。游戏可以在几个方面推动行为神经科学领域的发展。通过添加游戏元素(游戏化),认知任务可以变得更具吸引力和生态相关性。游戏可以用来诱导和衡量对克服认知挑战过程(进展/倒退)和最终状态(胜利/失败)的更自然的情绪反应。游戏还可以针对圈养动物的特定认知技能缺陷。然而,最近计算机化测试环境的迅速增加引发了一个关于动物游戏与现实之间界限的重要伦理问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Levelling up the study of animal gameplay
Play in humans and other animals is widespread and intuitive to recognise. Creative, unstructured play is difficult to quantify, but games direct play towards a specific goal and have defined rules, mechanics and rewards. To date, games have been under-utilised in human and animal behavioural neuroscience. This review evaluates evidence that animals can play human games, including game-theory contests, tangible games, and video games. Animals can be trained to play various human games with cognitive capacities such as role adoption, rule-following and performance monitoring. Animals can make irrational gameplay decisions that jeopardise rewards and have salient emotional responses to winning and losing. Games can advance the field of behavioural neuroscience in several ways. Cognitive tasks can become more engaging and ecologically relevant by adding game elements, known as gamification. Games can be used to induce and measure more naturalistic emotional responses to the process of overcoming (progression/regression) and end state (winning/losing) of cognitive challenges. There is also scope to target specific cognitive skill deficiencies in captive animals using games. However, a recent rapid increase in computerised testing environments raises an important ethical question about the boundary between games and reality for animals.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
14.20
自引率
3.70%
发文量
466
审稿时长
6 months
期刊介绍: The official journal of the International Behavioral Neuroscience Society publishes original and significant review articles that explore the intersection between neuroscience and the study of psychological processes and behavior. The journal also welcomes articles that primarily focus on psychological processes and behavior, as long as they have relevance to one or more areas of neuroscience.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信