title: The games psychologists play (and the data they provide).
abstract: 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.
authors.affiliation: Department of Psychology, Georgia State University, Atlanta, Georgia 30303, USA. dwashburn@gsu.edu
authors.forename: David A
authors.initials: DA
authors.lastname: Washburn
mesh_terms: D000818:Animals; D003201:Computers / Q000639:trends; D000882:Haplorhini; D006801:Humans; D007858:Learning; D011589:Psychology, Experimental / Q000295:instrumentation* / Q000379:methods* / Q000639:trends; D015203:Reproducibility of Results; D012106:Research / Q000295:instrumentation / Q000639:trends; D012107:Research Design; D014584:User-Computer Interface; D018910:Video Games / Q000639:trends*