Computer games and the technologies marketed to support them provide unique resources for psychological research. In contrast to the sterility, simplicity, and artificiality that characterizes many cognitive tests, game-like tasks can be complex, ecologically valid, and even fun. In the present paper, the history of psychological research with video games is reviewed, and several thematic benefits of this paradigm are identified. These benefits, as well as the possible pitfalls of research with computer game technology and game-like tasks, are illustrated with data from comparative and cognitive investigations.
CITATION STYLE
Washburn, D. A. (2003). The games psychologists play (and the data they provide). In Behavior Research Methods, Instruments, and Computers (Vol. 35, pp. 185–193). Psychonomic Society Inc. https://doi.org/10.3758/BF03202541
Mendeley helps you to discover research relevant for your work.