skip to main content
research-article
Public Access

Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay

Published:11 August 2021Publication History
Skip Abstract Section

Abstract

In multiplayer collaborative games, players need to coordinate their actions and synchronize their efforts effectively to succeed as a team; thus, individual differences can impact teamwork and gameplay. This article investigates the effects of cognitive styles on teams engaged in collaborative gaming activities. Fifty-four individuals took part in a mixed-methods user study; they were classified as field-dependent (FD) or independent (FI) based on a field-dependent–independent (FD-I) cognitive-style-elicitation instrument. Three groups of teams were formed, based on the cognitive style of each team member: FD-FD, FD-FI, and FI-FI. We examined collaborative gameplay in terms of team performance, cognitive load, communication, and player experience. The analysis revealed that FD-I cognitive style affected the performance and mental load of teams. We expect the findings to provide useful insights on understanding how cognitive styles influence collaborative gameplay.

References

  1. Ernest Adams and Joris Dormans. 2012. Game Mechanics: Advanced Game Design (1st ed.). New Riders Publishing, Thousand Oaks, CA.Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. David S. Alberts, John J. Garstka, Richard E. Hayes, and David A. Signori. 2001. Understanding Information age Warfare. Technical Report. DTIC Document.Google ScholarGoogle Scholar
  3. Christopher Alexander, Sara Ishikawa, Murray Silverstein, Max Jacobson, Ingrid Fiksdahl-King, and Shlomo Angel. 1977. A Pattern Language: Towns, Buildings, Construction. Center for Environmental Structure, Vol. 2. Oxford University Press, New York, NY.Google ScholarGoogle Scholar
  4. Sultan A. Alharthi, William A. Hamilton, Igor Dolgov, and Phoebe O. Toups Dugas. 2018. Mapping in the wild: Toward designing to train search and rescue planning. In Proceedings of the Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing. Association for Computing Machinery, New York, NY, 137-140. DOI:https://doi.org/10.1145/3272973.3274039Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Sultan A. Alharthi, Nick LaLone, Ahmed S. Khalaf, Ruth C. Torres, Lennart E. Nacke, Igor Dolgov, and Phoebe O. Toups Dugas. 2018. Practical insights into the design of future disaster response training simulations. In Proceedings of the 15th Information Systems for Crisis Response and Management Conference. 818-830.Google ScholarGoogle Scholar
  6. Sultan A. Alharthi, George E. Raptis, Christina Katsini, Igor Dolgov, Lennart E. Nacke, and Phoebe O. Toups Dugas. 2018. Toward understanding the effects of cognitive styles on collaboration in multiplayer games. In Proceedings of the Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing. Association for Computing Machinery, New York, NY, 169-172. DOI:https://doi.org/10.1145/3272973.3274047Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Sultan A. Alharthi, George E. Raptis, Christina Katsini, Igor Dolgov, Lennart E. Nacke, and Phoebe O. Toups Dugas. 2019. Do cognitive styles influence collective sensemaking in distributed multiplayer games?. In Proceedings of the 2019 Collective Intelligence Conference. Association for Computing Machinery, New York, NY.Google ScholarGoogle Scholar
  8. Sultan A. Alharthi, Hitesh Nidhi Sharma, Sachin Sunka, Igor Dolgov, and Phoebe O. Toups Dugas. 2018. Designing future disaster response team wearables from a grounding in practice. In Proceedings of Technology, Mind, and Society. Association for Computing Machinery, New York, NY. DOI:https://doi.org/10.1145/3183654.3183662Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Sultan A. Alharthi, Ruth C. Torres, Ahmed S. Khalaf, and Phoebe O. Toups Dugas. 2017. The maze: Enabling collaborative planning in games through annotation interfaces. In Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, New York, NY, 615-620. DOI:https://doi.org/10.1145/3130859.3130864Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Sultan A. Alharthi, Ruth C. Torres, Ahmed S. Khalaf, Phoebe O. Toups Dugas, Igor Dolgov, and Lennart E. Nacke. 2018. Investigating the impact of annotation interfaces on player performance in distributed multiplayer games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, 314:1-314:13.Google ScholarGoogle Scholar
  11. Essa Alhazmi, Sameera Horawalavithana, John Skvoretz, Jeremy Blackburn, and Adriana Iamnitchi. 2017. An empirical study on team formation in online games. In Proceedings of the 2017 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining 2017 Association for Computing Machinery, New York, NY, 431–438. DOI:https://doi.org/10.1145/3110025.3110094Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Christopher W. Allinson and John Hayes. 1996. The cognitive style index: A measure of intuition-analysis for organizational research. Journal of Management Studies 33, 1 (1996), 119–135. DOI:https://doi.org/10.1111/j.1467-6486.1996.tb00801.xarXiv:https://onlinelibrary.wiley.com/doi/pdf/10.1111/j.1467-6486.1996.tb00801.x.Google ScholarGoogle ScholarCross RefCross Ref
  13. Arif Altun and Mehtap Cakan. 2006. Undergraduate students’ academic achievement, field dependent/independent cognitive styles and attitude toward computers. Educational Technology and Society 9, 1 (2006), 289–297.Google ScholarGoogle Scholar
  14. Charoula Angeli and Nicos Valanides. 2013. Using educational data mining methods to assess field-dependent and field-independent learners’ complex problem solving. Educational Technology Research and Development 61, 3 (April 2013), 521–548. DOI:https://doi.org/10.1007/s11423-013-9298-1Google ScholarGoogle ScholarCross RefCross Ref
  15. Charoula Angeli, Nicos Valanides, and Paul Kirschner. 2009. Field dependence-independence and instructional-design effects on learners’ performance with a computer-modeling tool. Computers in Human Behavior 25, 6 (Nov 2009), 1355–1366. DOI:https://doi.org/10.1016/j.chb.2009.05.010Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Panagiotis Apostolellis and Doug A. Bowman. 2016. Audience involvement and agency in digital games: Effects on learning, game experience, and social presence. In Proceedings of the 15th International Conference on Interaction Design and Children. ACM, New York, NY, 299–310. DOI:https://doi.org/10.1145/2930674.2930700Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Steven J. Armstrong, Eva Cools, and Eugene Sadler-Smith. 2012. Role of cognitive styles in business and management: Reviewing 40 years of research. International Journal of Management Reviews 14, 3 (Sep 2012), 238–262. DOI:https://doi.org/10.1111/j.1468-2370.2011.00315.xGoogle ScholarGoogle ScholarCross RefCross Ref
  18. Chris Baber, James Cross, Paul Smith, and Dengel Robinson. 2007. Supporting Implicit Coordination Between Distributed Teams in Disaster Management. Springer Berlin Heidelberg, Berlin, 39–50. DOI:https://doi.org/10.1007/978-3-540-75668-2_5Google ScholarGoogle ScholarCross RefCross Ref
  19. Mehmet Bahar and Mike H. Hansell. 2000. The relationship between some psychological factors and their effect on the performance of grid questions and word association tests. Educational Psychology 20, 3 (Sep 2000), 349–364. DOI:https://doi.org/10.1080/713663739Google ScholarGoogle ScholarCross RefCross Ref
  20. David P. Baker and Eduardo Salas. 1992. Principles for measuring teamwork skills. Human Factors 34, 4 (1992), 469–475. DOI:https://doi.org/10.1177/001872089203400408arXiv:https://doi.org/10.1177/001872089203400408Google ScholarGoogle ScholarCross RefCross Ref
  21. Scott Bateman, Regan L. Mandryk, Tadeusz Stach, and Carl Gutwin. 2011. Target assistance for subtly balancing competitive play. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 2355–2364. DOI:https://doi.org/10.1145/1978942.1979287Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Staffan Björk, Sus Lundgren, and Jussi Holopainen. 2003. Game design patterns. In Level Up - Proceedings of Digital Games Research Conference 2003.Google ScholarGoogle Scholar
  23. Olesya Blazhenkova and Maria Kozhevnikov. 2008. The new object-spatial-verbal cognitive style model: Theory and measurement. Applied Cognitive Psychology 23, 5 (2008), 638–663. DOI:DOI:https://doi.org/10.1002/acp.1473arXiv:https://onlinelibrary.wiley.com/doi/pdf/10.1002/acp.1473.Google ScholarGoogle ScholarCross RefCross Ref
  24. Maddalena Boccia, Francesca Vecchione, Laura Piccardi, and Cecilia Guariglia. 2017. Effect of cognitive style on learning and retrieval of navigational environments. Frontiers in Pharmacology 8, 2 (July 2017). DOI:https://doi.org/10.3389/fphar.2017.00496Google ScholarGoogle ScholarCross RefCross Ref
  25. Frederic J. Boersma. 1968. Test-retest reliability of the Cf-1 hidden figures test1. Educational and Psychological Measurement 28, 2 (July 1968), 555–559. DOI:https://doi.org/10.1177/001316446802800244Google ScholarGoogle ScholarCross RefCross Ref
  26. Nataliya V. Bogacheva. 2016. Cognitive styles specifics of adult computer gamers. Annual Review of Cybertherapy and Telemedicine 14, 3 (2016), 84.Google ScholarGoogle Scholar
  27. Elizabeth M. Bonsignore, Derek L. Hansen, Phoebe O. Toups Dugas, Lennart E. Nacke, Anastasia Salter, and Wayne Lutters. 2012. Mixed reality games. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work Companion. Association for Computing Machinery, New York, NY, 7-8. DOI:https://doi.org/10.1145/2141512.2141517Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Stéphane Bouchard, Jeanne Talbot, André-Anne Ledoux, Jennifer Phillips, Matteo Cantamasse, and Geneviéve Robillard. 2009. The meaning of being there is related to a specific activation in the brain located in the parahypocampus. Proceedings of Presence (2009).Google ScholarGoogle Scholar
  29. Virginia Braun and Victoria Clarke. 2006. Using thematic analysis in psychology. Qualitative Research in Psychology 3, 2 (2006), 77–101. DOI:https://doi.org/10.1191/1478088706qp063oaGoogle ScholarGoogle ScholarCross RefCross Ref
  30. William Bridges. 2000. The Character of Organizations: Using Personality Type in Organization Development. Nicholas Brealey Publishing.Google ScholarGoogle Scholar
  31. Barry Brown and Marek Bell. 2004. CSCW at play: ‘There’ as a collaborative virtual environment. In Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work. Association for Computing Machinery, New York, NY, 350–359. DOI:https://doi.org/10.1145/1031607.1031666Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Brian Cameron and Francis Dwyer. 2005. The effect of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives. Journal of Interactive Learning Research 16, 3 (July 2005), 243–258. Retrieved from https://www.learntechlib.org/p/5896.Google ScholarGoogle Scholar
  33. Justin V. Cavallo, John G. Holmes, Gráinne M. Fitzsimons, Sandra L. Murray, and Joanne V. Wood. 2012. Managing motivational conflict: How self-esteem and executive resources influence self-regulatory responses to risk. Journal of Personality and Social Psychology 103, 3 (2012), 430–451.Google ScholarGoogle ScholarCross RefCross Ref
  34. Jared E. Cechanowicz, Carl Gutwin, Scott Bateman, Regan Mandryk, and Ian Stavness. 2014. Improving player balancing in racing games. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-human Interaction in Play. Association for Computing Machinery, New York, NY, 47–56. DOI:https://doi.org/10.1145/2658537.2658701Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Gerry Chan, Ali Arya, and Anthony Whitehead. 2018. Keeping players engaged in exergames: A personality matchmaking approach. In Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, Article LBW064, 6 pages. https://doi.org/10.1145/3170427.3188455Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Ben Chang, Sherry Y. Chen, and Sin-Ni Jhan. 2015. The influences of an interactive group-based videogame: Cognitive styles vs. prior ability. Computers and Education 88 (2015), 399–407. DOI:https://doi.org/10.1016/j.compedu.2015.08.006Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. Kui Chen, Mitsuhiro Kamezaki, Takahiro Katano, Junjie Yang, Tatsuzo Ishida, Masatoshi Seki, Ken Ichiryu, and Shigeki Sugano. 2016. Fundamental development of a virtual reality simulator for four-arm disaster rescue robot OCTOPUS. In Proceedings of the 2016 IEEE International Conference on Advanced Intelligent Mechatronics. 721–726. DOI:https://doi.org/10.1109/AIM.2016.7576853Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Sherry Y. Chen and Xiaohui Liu. 2008. An integrated approach for modeling learning patterns of students in web-based instruction: A cognitive style perspective. ACM Transactions on Computer-Human Interaction 15, 1, Article 1 (May 2008), 28 pages. DOI:https://doi.org/10.1145/1352782.1352783Google ScholarGoogle ScholarDigital LibraryDigital Library
  39. Xiuli Chen, Sandra Dorothee Starke, Chris Baber, and Andrew Howes. 2017. A cognitive model of how people make decisions through interaction with visual displays. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 1205–1216. DOI:https://doi.org/10.1145/3025453.3025596Google ScholarGoogle ScholarDigital LibraryDigital Library
  40. Victor Cheung, Y.-L. Betty Chang, and Stacey D. Scott. 2012. Communication channels and awareness cues in collocated collaborative time-critical gaming. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work. Association for Computing Machinery, New York, NY, 569–578. DOI:https://doi.org/10.1145/2145204.2145291Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. Victor Cheung, Y.-L. Betty Chang, and Stacey D. Scott. 2012. Communication channels and awareness cues in collocated collaborative time-critical gaming. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work. Association for Computing Machinery, New York, NY, 569–578. DOI:https://doi.org/10.1145/2145204.2145291Google ScholarGoogle ScholarDigital LibraryDigital Library
  42. Huey-Wen Chou. 2001. Influences of cognitive style and training method on training effectiveness. Computers and Education 37, 1 (2001), 11–25. DOI:https://doi.org/10.1016/S0360-1315(01)00028-8Google ScholarGoogle ScholarCross RefCross Ref
  43. Herbert H. Clark. 1996. Using Language. Cambridge University Press.Google ScholarGoogle Scholar
  44. Susan W. Coates. 1972. Preschool Embedded Figures Test: PEFT. Consulting Psychologists Press, Palo Alto, CA, USA.Google ScholarGoogle Scholar
  45. Edward E. Cureton. 1957. The upper and lower twenty-seven per cent rule. Psychometrika 22, 3 (Sep 1957), 293–296. DOI:https://doi.org/10.1007/BF02289130Google ScholarGoogle ScholarCross RefCross Ref
  46. Katherine Deibel. 2005. Team formation methods for increasing interaction during in-class group work. In Proceedings of the 10th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education. Association for Computing Machinery, New York, NY, 291–295. DOI:DOI:https://doi.org/10.1145/1067445.1067525Google ScholarGoogle ScholarDigital LibraryDigital Library
  47. Jack Demick and Seymour Wapner. 1991. Field dependence-independence in adult development and aging. (1991).Google ScholarGoogle Scholar
  48. Paul Dourish and Victoria Bellotti. 1992. Awareness and coordination in shared workspaces. In Proceedings of the 1992 ACM Conference on Computer-supported Cooperative Work. Association for Computing Machinery, New York, NY, 107–114. DOI:https://doi.org/10.1145/143457.143468Google ScholarGoogle ScholarDigital LibraryDigital Library
  49. Aude Dufresne and Sylvie Turcotte. 1997. Cognitive style and its implications for navigation strategies.Google ScholarGoogle Scholar
  50. Francis M. Dwyer and David M. Moore. 1992. Effect of color coding on visually and verbally oriented tests with students of different field dependence levels. Journal of Educational Technology Systems 20, 4 (1992), 311–320. DOI:https://doi.org/10.2190/T0EY-KF0H-0RTV-X5DGarXiv:https://doi.org/10.2190/T0EY-KF0H-0RTV-X5DGGoogle ScholarGoogle ScholarCross RefCross Ref
  51. Joshua A. Eaton, Matthew-Donald D. Sangster, Molly Renaud, and Wayne D. Mendonca, David J.and Gray. 2017. Carrying the team: The importance of one player’s survival for team success in league of legends. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, 1 (2017), 272–276. DOI:https://doi.org/10.1177/1541931213601550arXiv:https://doi.org/10.1177/1541931213601550Google ScholarGoogle ScholarCross RefCross Ref
  52. Simon Egenfeldt-Nielsen, Jonas Heide Smith, and Susana Pajares Tosca. 2012. Understanding Video Games: The Essential Introduction (2nd ed.). Routledge, USA.Google ScholarGoogle Scholar
  53. Mica R. Endsley. 1995. Toward a theory of situation awareness in dynamic systems. Human Factors 37, 1 (1995).Google ScholarGoogle Scholar
  54. Mica R. Endsley. 2000. Theoretical underpinnings of situation awareness: A critical review. In Situation Awareness Analysis and Measurement, Endsley. Mica R. and Daniel J. Garland (Eds.). Lawrence Erlbaum Associates, Mahwah, NJ, 3–6.Google ScholarGoogle Scholar
  55. Epic Games. 2018. Fortnite Battle Royale. Game [Switch]. Epic Games, Cary, North Carolina.Google ScholarGoogle Scholar
  56. Omid Fakourfar, Kevin Ta, Richard Tang, Scott Bateman, and Anthony Tang. 2016. Stabilized annotations for mobile remote assistance. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 1548–1560. DOI:https://doi.org/10.1145/2858036.2858171Google ScholarGoogle ScholarDigital LibraryDigital Library
  57. David J. Falcone. 1985. Laterality and field dependence. Perceptual and Motor Skills 61, 2 (Oct. 1985), 651–657. DOI:https://doi.org/10.2466/pms.1985.61.2.651Google ScholarGoogle ScholarCross RefCross Ref
  58. Cristina Farmaki, Vangelis Sakkalis, Frank Loesche, and Efi A. Nisiforou. 2019. Assessing field dependence-independence cognitive abilities through EEG-based bistable perception processing. Frontiers in Human Neuroscience 13 (Oct. 2019). DOI:https://doi.org/10.3389/fnhum.2019.00345Google ScholarGoogle ScholarCross RefCross Ref
  59. Henry D. Fernandez B., Koji Mikami, and Kunio Kondo. 2017. Adaptable game experience based on player’s performance and EEG. In Proceedings of the 2017 Nicograph International. 1–8. DOI:https://doi.org/10.1109/NICOInt.2017.11Google ScholarGoogle ScholarCross RefCross Ref
  60. Gordon Fitch. 1970. Effects of self-esteem, perceived performance, and choice on causal attributions. Journal of personality and social psychology 16, 2 (1970), 311.Google ScholarGoogle ScholarCross RefCross Ref
  61. Nigel Ford. 2000. Cognitive styles and virtual environments. Journal of the Association for Information Science and Technology 51, 6 (2000), 543.Google ScholarGoogle ScholarDigital LibraryDigital Library
  62. Nigel Ford and Sherry Y Chen. 2001. Matching/mismatching revisited: An empirical study of learning and teaching styles. British Journal of Educational Technology 32, 1 (2001), 5–22. DOI:https://doi.org/10.1111/1467-8535.00173Google ScholarGoogle ScholarCross RefCross Ref
  63. Bernard M Frank and J Kent Davis. 1982. Effect of field-independence match or mismatch on a communication task. Journal of Educational Psychology 74, 1 (1982), 23. DOI:https://doi.org/10.1037/0022-0663.74.1.23Google ScholarGoogle ScholarCross RefCross Ref
  64. Marlena R. Fraune, Ahmed S. Khalaf, Mahlet Zemedie, Poom Pianpak, Zahra NaminiMianji, Sultan A. Alharthi, Igor Dolgov, Bill Hamilton, Son Tran, and Phoebe O. Toups Dugas. 2021. Developing future wearable interfaces for human-drone teams through a virtual drone search game. International Journal of Human-Computer Studies 147, 1 (2021), 102573. DOI:https://doi.org/10.1016/j.ijhcs.2020.102573Google ScholarGoogle ScholarCross RefCross Ref
  65. Guo Freeman and Donghee Yvette Wohn. 2017. Understanding eSports team formation and coordination. In Proceedings of the Computer Supported Cooperative Work (27 Oct 2017). DOI:https://doi.org/10.1007/s10606-017-9299-4Google ScholarGoogle ScholarDigital LibraryDigital Library
  66. Susan R. Fussell, Leslie D. Setlock, and Elizabeth M. Parker. 2003. Where do helpers look?: Gaze targets during collaborative physical tasks. In Proceedings of the CHI’03 Extended Abstracts on Human Factors in Computing Systems. Association for Computing Machinery, 768–769.Google ScholarGoogle Scholar
  67. Susan R. Fussell, Leslie D. Setlock, Jie Yang, Jiazhi Ou, Elizabeth Mauer, and Adam D. I. Kramer. 2004. Gestures over video streams to support remote collaboration on physical tasks. Hum.-Comput. Interact. 19, 3 (Sept. 2004), 273–309. DOI:https://doi.org/10.1207/s15327051hci1903_3Google ScholarGoogle ScholarDigital LibraryDigital Library
  68. Delane K. Garlinger and Bernard M. Frank. 1986. Teacher-student cognitive style and academic achievement: A review and mini-meta-analysis. The Journal of Classroom Interaction (1986), 2–8.Google ScholarGoogle Scholar
  69. Christine Garrick. 1978. Field dependence and hemispheric specialization. Perceptual and Motor Skills 47, 2 (Dec. 1978), 631–639. DOI:https://doi.org/10.2466/pms.1978.47.2.631Google ScholarGoogle ScholarCross RefCross Ref
  70. Dedre Gentner and Albert L. Stevens. 1983. Mental Models. Lawrence Earlbaum Associates, Hillsdale, NJ.Google ScholarGoogle Scholar
  71. Darren Gergle, Robert E. Kraut, and Susan R. Fussell. 2004. Action as language in a shared visual space. In Proceedings of the 2004 ACM conference on Computer supported cooperative work. Association for Computing Machinery, 487–496.Google ScholarGoogle Scholar
  72. Darren Gergle, David R. Millen, Robert E. Kraut, and Susan R. Fussell. 2004. Persistence matters: Making the most of chat in tightly-coupled work. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, 431–438.Google ScholarGoogle Scholar
  73. Kathrin Maria Gerling, Matthew Miller, Regan L. Mandryk, Max Valentin Birk, and Jan David Smeddinck. 2014. Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames. In Proceedings of the 32Nd Annual ACM Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 2201–2210. DOI:https://doi.org/10.1145/2556288.2556963Google ScholarGoogle ScholarDigital LibraryDigital Library
  74. Alan Gevins and Michael E. Smith. 2000. Neurophysiological measures of working memory and individual differences in cognitive ability and cognitive style. Cerebral Cortex 10, 9 (Sep. 2000), 829–839. DOI:https://doi.org/10.1093/cercor/10.9.829Google ScholarGoogle ScholarCross RefCross Ref
  75. Giant Enemy Crab. 2015. Due Process. Game [Windows]. Giant Enemy Crab, Seattle, WA.Google ScholarGoogle Scholar
  76. Barney G Glaser. 1998. Doing Grounded Theory: Issues and Discussions. Sociology Press.Google ScholarGoogle Scholar
  77. Alan Glass and Richard J. Riding. 1999. EEG differences and cognitive style. Biological Psychology 51, 1 (Oct. 1999), 23–41. DOI:https://doi.org/10.1016/s0301-0511(99)00014-9Google ScholarGoogle ScholarCross RefCross Ref
  78. Joseph Glicksohn, Yulia Naftuliev, and Hilla Golan-Smooha. 2007. Extraversion, psychoticism, sensation seeking and field dependence–independence: Will the true relationship please reveal itself?Personality and Individual Differences 42, 7 (2007), 1175–1185. DOI:https://doi.org/10.1016/j.paid.2006.09.025Google ScholarGoogle ScholarCross RefCross Ref
  79. Tamar Globerson. 1989. What is the Relationship between Cognitive Style and Cognitive Development? Ablex Publishing, Westport, CT.Google ScholarGoogle Scholar
  80. Patrick E. Goode, Phil H. Goddard, and Juan Pascual-Leone. 2002. Event-related potentials index cognitive style differences during a serial-order recall task. International Journal of Psychophysiology 43, 2 (Feb. 2002), 123–140. DOI:https://doi.org/10.1016/s0167-8760(01)00158-1Google ScholarGoogle ScholarCross RefCross Ref
  81. Harrison G. Gough and Robert M. Olton. 1972. Field independence as related to nonverbal measures of perceptual performance and cognitive ability. Journal of Consulting and Clinical Psychology 38, 3 (1972), 338–342. DOI:https://doi.org/10.1037/h0032889Google ScholarGoogle ScholarCross RefCross Ref
  82. Palash Goyal, Anna Sapienza, and Emilio Ferrara. 2018. Recommending teammates with deep neural networks. In Proceedings of the 29th on Hypertext and Social Media. Association for Computing Machinery, New York, NY, 57–61. https://doi.org/10.1145/3209542.3209569Google ScholarGoogle ScholarDigital LibraryDigital Library
  83. C. Shawn Green and Aaron R. Seitz. 2015. The impacts of video games on cognition (and how the government can guide the industry). Policy Insights from the Behavioral and Brain Sciences 2, 1 (Oct. 2015), 101–110. DOI:https://doi.org/10.1177/2372732215601121Google ScholarGoogle ScholarCross RefCross Ref
  84. C. Shawn Green, Michael A. Sugarman, Katherine Medford, Elizabeth Klobusicky, and Daphne Bavelier. 2012. The effect of action video game experience on task-switching. Computers in Human Behavior 28, 3 (May 2012), 984–994. DOI:https://doi.org/10.1016/j.chb.2011.12.020Google ScholarGoogle ScholarDigital LibraryDigital Library
  85. Andreas Gregoriades and Alistair Sutcliffe. 2008. Workload prediction for improved design and reliability of complex systems. Reliability Engineering and System Safety 93, 4 (2008), 530–549. DOI:https://doi.org/10.1016/j.ress.2007.02.001Google ScholarGoogle ScholarCross RefCross Ref
  86. Leopold W. Gruenfeld and Thung-Rung Lin. 1984. Social behavior of field independents and dependents in an organic group. Human Relations 37, 9 (Sep. 1984), 721–741. DOI:https://doi.org/10.1177/001872678403700902Google ScholarGoogle ScholarCross RefCross Ref
  87. Joy Paul Guilford. 1980. Cognitive styles: What are they?Educational and Psychological Measurement 40, 3 (Oct. 1980), 715–735. DOI:https://doi.org/10.1177/001316448004000315Google ScholarGoogle ScholarCross RefCross Ref
  88. Carl Gutwin and Saul Greenberg. 2002. A descriptive framework of workspace awareness for real-time groupware. In Proceedings of the Computer Supported Cooperative Work. 11, 3 (Sep. 2002), 411–446. DOI:https://doi.org/10.1023/A:1021271517844Google ScholarGoogle ScholarDigital LibraryDigital Library
  89. Carl Gutwin and Saul Greenberg. 2004. The importance of awareness for team cognition in distributed collaboration. In Team Cognition: Understanding the Factors that Drive Process and Performance (1st ed.), Eduardo Salas and Stephen M. Fiore (Eds.). American Psychological Association, Washington, DC, Chapter 9, 177–201.Google ScholarGoogle Scholar
  90. Carl Gutwin, Saul Greenberg, and Mark Roseman. 1996. Workspace Awareness in Real-Time Distributed Groupware: Framework, Widgets, and Evaluation. Springer London, London, 281–298. DOI:https://doi.org/10.1007/978-1-4471-3588-3_18Google ScholarGoogle ScholarCross RefCross Ref
  91. William Hamilton, Andruid Kerne, and Tom Robbins. 2012. High-performance pen + touch modality interactions: A real-time strategy game esports context. In Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology. Association for Computing Machinery, New York, NY, 309–318. DOI:https://doi.org/10.1145/2380116.2380156Google ScholarGoogle ScholarDigital LibraryDigital Library
  92. William A. Hamilton, Oliver Garretson, and Andruid Kerne. 2014. Streaming on Twitch: Fostering participatory communities of play within live mixed media. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 1315–1324. DOI:https://doi.org/10.1145/2556288.2557048Google ScholarGoogle ScholarDigital LibraryDigital Library
  93. Xin Hao, Kangcheng Wang, Wenfu Li, Wenjing Yang, Dongtao Wei, Jiang Qiu, and Qinglin Zhang. 2013. Individual differences in brain structure and resting brain function underlie cognitive styles: Evidence from the embedded figures test. PLoS ONE 8, 12 (Dec. 2013), e78089. DOI:https://doi.org/10.1371/journal.pone.0078089Google ScholarGoogle ScholarCross RefCross Ref
  94. Sandra G. Hart. 2006. Nasa-task load index (NASA-TLX); 20 years later. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting 50, 9 (2006), 904–908. DOI:https://doi.org/10.1177/154193120605000909Google ScholarGoogle ScholarCross RefCross Ref
  95. Sandra G. Hart and Lowell E. Staveland. 1988. Development of NASA-TLX (Task Load Index): Results of empirical and theoretical research. In Human Mental Workload, Peter A. Hancock and Najmedin Meshkati (Eds.). 239–250.Google ScholarGoogle Scholar
  96. Sandra G. Hart and Lowell E. Staveland. 1988. Development of NASA-TLX (Task Load Index): Results of empirical and theoretical research. Advances in Psychology 52, 1 (1988), 139–183. DOI:https://doi.org/10.1016/S0166-4115(08)62386-9Human Mental Workload.Google ScholarGoogle ScholarCross RefCross Ref
  97. Christian Heath and Paul Luff. 2000. Team work: Collaboration and control in london underground line control rooms. In Technology in Action, Roy Pea, John Seely Brown, and Christian Heath (Eds.). Cambridge University Press, Cambridge, 88–124.Google ScholarGoogle ScholarCross RefCross Ref
  98. David Hecht and Miriam Reiner. 2007. Field dependency and the sense of object-presence in haptic virtual environments. CyberPsychology and Behavior 10, 2 (April 2007), 243–251. DOI:https://doi.org/10.1089/cpb.2006.9962Google ScholarGoogle ScholarCross RefCross Ref
  99. James Hollan, Edwin Hutchins, and David Kirsh. 2000. Distributed cognition: Toward a new foundation for human-computer interaction research. ACM Transactions on Computer-Human Interaction 7, 2 (Jun. 2000), 174–196. DOI:https://doi.org/10.1145/353485.353487Google ScholarGoogle ScholarDigital LibraryDigital Library
  100. Jussi Holopainen. 2011. Foundations of Gameplay. Ph.D. Dissertation. Blekinge Institute of Technology.Google ScholarGoogle Scholar
  101. Jon-Chao Hong, Ming-Yueh Hwang, Ker-Ping Tam, Yi-Hsuan Lai, and Li-Chun Liu. 2012. Effects of cognitive style on digital jigsaw puzzle performance: A gridware analysis. Computers in Human Behavior 28, 3 (2012), 920–928. DOI:https://doi.org/10.1016/j.chb.2011.12.012Google ScholarGoogle ScholarDigital LibraryDigital Library
  102. Virginia M. Horak. 1990. Students’ cognitive styles and their use of problem-solving heuristics and metacognitive processes. (1990).Google ScholarGoogle Scholar
  103. David Huffaker, Jing Wang, Jeffrey Treem, Muhammad A. Ahmad, Lindsay Fullerton, Dmitri Williams, Marshall Scott Poole, and Noshir Contractor. 2009. The social behaviors of experts in massive multiplayer online role-playing games. In Proceedings of the International Conference on Computational Science and Engineering. 326–331.Google ScholarGoogle ScholarDigital LibraryDigital Library
  104. Robin Hunicke, Marc LeBlanc, and Robert Zubek. 2004. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, Vol. 4. 1722.Google ScholarGoogle Scholar
  105. Wijnand IJsselsteijn, YAW De Kort, and Karolien Poels. 2008. The Game Experience Questionnaire. Eindhoven: Technische Universiteit Eindhoven.Google ScholarGoogle Scholar
  106. Dan Jensen, John Feland, Martin Bowe, and Brian Self. 2000. A 6-hats based team formation strategy: Development and comparison with an MBTI based approach. In Proceedings of the American Society for Engineering Education Annual Conference. 419–427.Google ScholarGoogle Scholar
  107. Colby Johanson, Carl Gutwin, and Regan L. Mandryk. 2017. The effects of navigation assistance on spatial learning and performance in a 3d game. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, New York, NY, 341–353. DOI:https://doi.org/10.1145/3116595.3116602Google ScholarGoogle ScholarDigital LibraryDigital Library
  108. David H. Jonassen and Philip Henning. 1996. Mental models: Knowledge in the head and knowledge in the world. In Proceedings of the 1996 International Conference on Learning Sciences. International Society of the Learning Sciences, 433–438.Google ScholarGoogle Scholar
  109. Kristine Jørgensen. 2013. Gameworld Interfaces. MIT Press, Cambridge, MA, USA.Google ScholarGoogle Scholar
  110. Timothy A. Judge, Chad A. Higgins, Carl J. Thoresen, and Murray R. Barrick. 1999. The big five personality traits, general mental ability, and career succes across the life span. Personnel Psychology 52, 3 (1999), 621–652. DOI:https://doi.org/10.1111/j.1744-6570.1999.tb00174.xarXiv:https://onlinelibrary.wiley.com/doi/pdf/10.1111/j.1744-6570.1999.tb00174.x.Google ScholarGoogle ScholarCross RefCross Ref
  111. Hye-Ryun Kang, Hee-Dong Yang, and Chris Rowley. 2006. Factors in team effectiveness: Cognitive and demographic similarities of software development team members. Human Relations 59, 12 (2006), 1681–1710. DOI:https://doi.org/10.1177/0018726706072891arXiv:https://doi.org/10.1177/0018726706072891Google ScholarGoogle ScholarCross RefCross Ref
  112. Dennis L. Kappen, Pejman Mirza-Babaei, Jens Johannsmeier, Daniel Buckstein, James Robb, and Lennart E. Nacke. 2014. Engaged by boos and cheers: The effect of co-located game audiences on social player experience. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-human Interaction in Play. Association for Computing Machinery, New York, NY, 151–160. DOI:https://doi.org/10.1145/2658537.2658687Google ScholarGoogle ScholarDigital LibraryDigital Library
  113. Stephen A. Karp and Norma L. Konstadt. 1971. Children’s embedded figures test. In A Manual for the Embedded Figures Test, E. Raskin S. A. Karp H. A. Witkin, K. Oltman (Ed.). Consulting Psychologists Press, Palo Alto, CA, 21–26.Google ScholarGoogle Scholar
  114. Christina Katsini, Christos Fidas, George E. Raptis, Marios Belk, George Samaras, and Nikolaos Avouris. 2018. Eye gaze-driven prediction of cognitive differences during graphical password composition. In Proceedings of the 23rd International Conference on Intelligent User Interfaces. Association for Computing Machinery, New York, NY, 147–152. DOI:https://doi.org/10.1145/3172944.3172996Google ScholarGoogle ScholarDigital LibraryDigital Library
  115. Christina Katsini, Christos Fidas, George E. Raptis, Marios Belk, George Samaras, and Nikolaos Avouris. 2018. Influences of human cognition and visual behavior on password strength during picture password composition. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, Article 87, 14 pages. DOI:https://doi.org/10.1145/3173574.3173661Google ScholarGoogle ScholarDigital LibraryDigital Library
  116. Marc D. Kepner and Edith D. Neimark. 1984. Test–retest reliability and differential patterns of score change on the group embedded figures test. Journal of Personality and Social Psychology 46, 6 (June 1984), 1405–1413. DOI:https://doi.org/10.1037/0022-3514.46.6.1405Google ScholarGoogle ScholarCross RefCross Ref
  117. Ahmed S. Khalaf, Poom Pianpak, Sultan A. Alharthi, Zahra NaminiMianji, Ruth Torres, Son Tran, Igor Dolgov, and Phoebe O. Toups Dugas. 2018. An architecture for simulating drones in mixed reality games to explore future search and rescue scenarios. In Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management, Kees Boersma and Brian Tomaszeski (Eds.). 971-982.Google ScholarGoogle Scholar
  118. Mohammad Khatib and Rasoul Mohammad Hosseinpur. 2011. On the validity of the group embedded figure test (GEFT). Journal of Language Teaching and Research 2, 3 (May 2011). DOI:https://doi.org/10.4304/jltr.2.3.640-648Google ScholarGoogle ScholarCross RefCross Ref
  119. Kyung-Sun Kim. 2001. Implications of user characteristics in information seeking on the world wide web. International Journal of Human—Computer Interaction 13, 3 (2001), 323–340.Google ScholarGoogle ScholarCross RefCross Ref
  120. Young Ji Kim, David Engel, Anita Williams Woolley, Jeffrey Yu-Ting Lin, Naomi McArthur, and Thomas W. Malone. 2017. What makes a strong team?: Using collective intelligence to predict team performance in league of legends. In Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing. Association for Computing Machinery, New York, NY, 2316–2329. DOI:https://doi.org/10.1145/2998181.2998185Google ScholarGoogle ScholarDigital LibraryDigital Library
  121. Charles E. Kimble and Jeffery S. Rezabek. 1992. Playing games before an audience: Social facilitation or choking. Social Behavior and Personality: an international journal 20, 2 (1992), 115-120.Google ScholarGoogle Scholar
  122. Michael Kirton. 1976. Adaptors and innovators: A description and measure. Journal of Applied Psychology 61, 5 (1976), 622–629. DOI:https://doi.org/10.1037/0021-9010.61.5.622Google ScholarGoogle ScholarCross RefCross Ref
  123. Nathan Kogan. 1991. Field dependence-independence from early childhood through adolescence: Personality and socialization aspects. Field Dependence-Independence: Cognitive Style Across the Life Span 2, 2 (1991), 177–207.Google ScholarGoogle Scholar
  124. Maria Kozhevnikov. 2007. Cognitive styles in the context of modern psychology: Toward an integrated framework of cognitive style.Psychological Bulletin 133, 3 (2007), 464.Google ScholarGoogle Scholar
  125. Maria Kozhevnikov, Stephen Kosslyn, and Jennifer Shephard. 2005. Spatial versus Object Visualizers: A new characterization of visual cognitive style. Memory and Cognition 33, 4 (June 2005), 710–726. DOI:https://doi.org/10.3758/bf03195337Google ScholarGoogle ScholarCross RefCross Ref
  126. Robert E. Kraut, Darren Gergle, and Susan R. Fussell. 2002. The use of visual information in shared visual spaces: Informing the development of virtual co-presence. In Proceedings of the 2002 ACM Conference on Computer Supported Cooperative Work. Association for Computing Machinery, 31–40.Google ScholarGoogle Scholar
  127. Oskar Ku, Chi-Chen Hou, and Sherry Y. Chen. 2016. Incorporating customization and personalization into game-based learning: A cognitive style perspective. Computers in Human Behavior 65 (2016), 359–368. DOI:https://doi.org/10.1016/j.chb.2016.08.040Google ScholarGoogle ScholarDigital LibraryDigital Library
  128. Ulrich Kühnen, Bettina Hannover, Ute Roeder, Ashiq Ali Shah, Benjamin Schubert, Arnold Upmeyer, and Saliza Zakaria. 2001. Cross-cultural variations in identifying embedded figures. Journal of Cross-Cultural Psychology 32, 3 (May 2001), 366–372. DOI:https://doi.org/10.1177/0022022101032003007Google ScholarGoogle ScholarCross RefCross Ref
  129. Fan-Ray Kuo, Gwo-Jen Hwang, Szu-Chuang Chen, and Sherry Y Chen. 2012. A cognitive apprenticeship approach to facilitating web-based collaborative problem-solving. Journal of Educational Technology and Society 15, 4 (2012), 319-331.Google ScholarGoogle Scholar
  130. Maria Kyprianidou, Stavros Demetriadis, Thrasyvoulos Tsiatsos, and Andreas Pombortsis. 2012. Group formation based on learning styles: Can it improve students’ teamwork?Educational Technology Research and Development 60, 1 (01 Feb 2012), 83–110. DOI:https://doi.org/10.1007/s11423-011-9215-4Google ScholarGoogle ScholarCross RefCross Ref
  131. Alex Leavitt, Brian C. Keegan, and Joshua Clark. 2016. Ping to Win?: Non-verbal communication and team performance in competitive online multiplayer games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 4337–4350. DOI:https://doi.org/10.1145/2858036.2858132Google ScholarGoogle ScholarDigital LibraryDigital Library
  132. Yu-Hao Lee and Donghee Yvette Wohn. 2012. Are there cultural differences in how we play? Examining cultural effects on playing social network games. Computers in Human Behavior 28, 4 (2012), 1307–1314. DOI:https://doi.org/10.1016/j.chb.2012.02.014Google ScholarGoogle ScholarDigital LibraryDigital Library
  133. Holin Lin and Chuen-Tsai Sun. 2011. The role of onlookers in arcade gaming: Frame analysis of public behaviours. Convergence 17, 2 (2011), 125–137. DOI:https://doi.org/10.1177/1354856510397111arXiv:https://doi.org/10.1177/1354856510397111Google ScholarGoogle ScholarCross RefCross Ref
  134. Min Liu and Michael W. Reed. 1994. The relationship between the learning strategies and learning styles in a hypermedia environment. Computers in Human Behavior 10, 4 (1994), 419–434. DOI:https://doi.org/10.1016/0747-5632(94)90038-8Google ScholarGoogle ScholarCross RefCross Ref
  135. Jia-Jiunn Lo and Yun-Jay Wang. 2012. Development of an adaptive EC website with online identified cognitive styles of anonymous customers. International Journal of Human-Computer Interaction (IJHCI) 28, 9 (Sep. 2012), 560–575. DOI:https://doi.org/10.1080/10447318.2011.629952Google ScholarGoogle ScholarCross RefCross Ref
  136. Patrick R. Lowenthal. 2010. Social presence. In Social Computing: Concepts, Methodologies, Tools, and Applications. IGI Global, 129–136.Google ScholarGoogle ScholarCross RefCross Ref
  137. Chin-hsieh Lu, Jon-Chou Hong, and Pei-hsiu Huang. 2007. The effects of individual characteristics on children’s problem-solving performances in the context of game-based learning. Redesigning Pedagogy: Culture, Knowledge and Understanding. National Institute of Education, Singapore.Google ScholarGoogle Scholar
  138. Ting-Yun Lu. 2014. Effects of Collaborative Reading Annotation System with Reading Navigation Map on Enhancing Text Structure Comprehension. Master’s thesis. National Taiwan Normal University.Google ScholarGoogle Scholar
  139. Jean MacMillan, Elliot E. Entin, and Daniel Serfaty. 2004. Communication overhead: The hidden cost of team cognition. In Team Cognition: Understanding the Factors that Drive Process and Performance, Eduardo Salas and Stephen M. Fiore (Eds.). American Psychological Association, Washington, DC, 61–82.Google ScholarGoogle Scholar
  140. Freddy Mampadi, Sherry Y. Chen, Gheorghita Ghinea, and Ming-Puu Chen. 2011. Design of adaptive hypermedia learning systems: A cognitive style approach. Computers and Education 56, 4 (May 2011), 1003–1011. DOI:https://doi.org/10.1016/j.compedu.2010.11.018Google ScholarGoogle ScholarDigital LibraryDigital Library
  141. John E. Mathieu, Tonia S. Heffner, Gerald F. Goodwin, Eduardo Salas, and Janis A. Cannon-Bowers. 2000. The Influence of Shared Mental Models on Team Process and Performance. Journal of Applied Psychology 85, 2 (Apr. 2000), 273–283. DOI:https://doi.org/10.1037/0021-9010.85.2.273Google ScholarGoogle ScholarCross RefCross Ref
  142. Bernhard Maurer, Ilhan Aslan, Martin Wuchse, Katja Neureiter, and Manfred Tscheligi. 2015. Gaze-based onlooker integration: Exploring the In-between of active player and passive spectator in co-located gaming. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, New York, NY, 163–173. DOI:https://doi.org/10.1145/2793107.2793126Google ScholarGoogle ScholarDigital LibraryDigital Library
  143. Franco Mawad, Marcela Trías, Ana Giménez, Alejandro Maiche, and Gastón Ares. 2015. Influence of cognitive style on information processing and selection of yogurt labels: Insights from an eye-tracking study. Food Research International 74, 3 (Aug. 2015), 1–9. https://doi.org/10.1016/j.foodres.2015.04.023Google ScholarGoogle ScholarCross RefCross Ref
  144. Richard E Mayer and Laura J Massa. 2003. Three facets of visual and verbal learners: Cognitive ability, cognitive style, and learning preference. Journal of Educational Psychology 95, 4 (2003), 833.Google ScholarGoogle ScholarCross RefCross Ref
  145. Rudy McDaniel and Robert Kenny. 2013. Evaluating the relationship between cognitive style and pre-service teachers’ preconceived notions about adopting console video games for use in future classrooms. International Journal of Game-Based Learning 3, 2 (Apr. 2013), 55–76. DOI:https://doi.org/10.4018/ijgbl.2013040104Google ScholarGoogle ScholarDigital LibraryDigital Library
  146. J. Jeffries McWhirter and Robert E. C. Frey. 1987. Group leader and member characteristics and attraction to initial and final group sessions and to the group and group leader. Small Group Behavior 18, 4 (Nov. 1987), 533–547. DOI:https://doi.org/10.1177/104649648701800407Google ScholarGoogle ScholarCross RefCross Ref
  147. Samuel Messick. 1976. Personality consistencies in cognition and creativity. Individuality in Learning 4 (1976), 22.Google ScholarGoogle Scholar
  148. Snejina Michailova and Elena Sidorova. 2011. From group-based work to organisational learning: The role of communication forms and knowledge sharing. Knowledge Management Research and Practice 9, 1 (2011), 73–83. DOI:https://doi.org/10.1057/kmrp.2011.4arXiv:https://doi.org/10.1057/kmrp.2011.4Google ScholarGoogle ScholarCross RefCross Ref
  149. Klaus Miesenberger, Roland Ossmann, Dominique Archambault, Gig Searle, and Andreas Holzinger. 2008. More than just a game: Accessibility in computer games. In HCI and Usability for Education and Work, Andreas Holzinger (Ed.). Springer, Berlin, 247–260.Google ScholarGoogle Scholar
  150. Alan Miller. 1987. Cognitive styles: An integrated model. Educational Psychology 7, 4 (Jan. 1987), 251–268. DOI:https://doi.org/10.1080/0144341870070401Google ScholarGoogle ScholarCross RefCross Ref
  151. Scott L. Minneman and Sara A. Bly. 1991. Managing a trois: A study of a multi-user drawing tool in distributed design work. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, 217–224. DOI:https://doi.org/10.1145/108844.108893Google ScholarGoogle ScholarDigital LibraryDigital Library
  152. William F. Moroney, David W. Biers, F. Thomas Eggemeier, and Jennifer A. Mitchell. 1992. A comparison of two scoring procedures with the NASA task load index in a simulated flight task. In Proceedings of the IEEE 1992 National Aerospace and Electronics Conference. Institute of Electrical and Electronics Engineers, 734–740. DOI:https://doi.org/10.1109/NAECON.1992.220513Google ScholarGoogle ScholarCross RefCross Ref
  153. Fernando Felix do Nascimento Junior, Allan Sales da Costa Melo, Igor Barbosa da Costa, and Leandro Balby Marinho. 2017. Profiling successful team behaviors in league of legends. In Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web. Association for Computing Machinery, New York, NY, 261–268. DOI:https://doi.org/10.1145/3126858.3126886Google ScholarGoogle ScholarDigital LibraryDigital Library
  154. Julia Neidhardt, Yun Huang, and Noshir Contractor. 2015. Team vs. Team: Success factors in a multiplayer online battle arena game. Academy of Management Proceedings 2015, 1 (2015), 18725. DOI:https://doi.org/10.5465/ambpp.2015.18725abstractarXiv:https://doi.org/10.5465/ambpp.2015.18725abstractGoogle ScholarGoogle ScholarCross RefCross Ref
  155. Newzoo. 2017. Gamer Consumer Insights. Technical Report.Google ScholarGoogle Scholar
  156. Efi A. Nisiforou. 2015. Examining the association between users creative thinking and field dependence-independence cognitive style through eye movement components. In Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition. Association for Computing Machinery, 205–208. DOI:https://doi.org/10.1145/2757226.2764556Google ScholarGoogle ScholarDigital LibraryDigital Library
  157. Czeslaw S. Nosal. 1990. Psychological models of mind. PWN, Warsaw (1990).Google ScholarGoogle Scholar
  158. Kieron P. O'Connor and J. C. Shaw. 1978. Field dependence, laterality and the EEG. Biological Psychology 6, 2 (March 1978), 93–109. DOI:https://doi.org/10.1016/0301-0511(78)90049-2Google ScholarGoogle ScholarCross RefCross Ref
  159. Philip K. Oltman. 1968. A portable rod-and-frame apparatus. Perceptual and Motor Skills 26, 2 (1968), 503–506.Google ScholarGoogle ScholarCross RefCross Ref
  160. Philip K. Oltman, Evelyn Raskin, and Herman A. Witkin. 1971. Group Embedded Figures Test. Consulting Psychologists Press Palo Alto, CA.Google ScholarGoogle Scholar
  161. Philip K. Oltman, Charmoin Semple, and Leonide Goldstein. 1979. Cognitive style and interhemispheric differentiation in the EEG. Neuropsychologia 17, 6 (Jan. 1979), 699–702. DOI:https://doi.org/10.1016/0028-3932(79)90046-0Google ScholarGoogle ScholarCross RefCross Ref
  162. Hessel Oosterbeek, Randolph Sloof, and Gijs van de Kuilen. 2004. Cultural differences in ultimatum game experiments: Evidence from a meta-analysis. Experimental Economics 7, 2 (Jun. 2004), 171–188. DOI:https://doi.org/10.1023/B:EXEC.0000026978.14316.74Google ScholarGoogle ScholarCross RefCross Ref
  163. Allan Paivio. 1986. Mental Representations: A Dual-Coding Approach. Oxford University Press, New York, NY,. DOI:https://doi.org/10.1093/acprof:oso/9780195066661.001.0001Google ScholarGoogle ScholarCross RefCross Ref
  164. Paul E. Panek. 1985. Age differences in field-dependence/independence. Experimental Aging Research 11, 2 (Jun. 1985), 97–99. DOI:https://doi.org/10.1080/03610738508259287Google ScholarGoogle ScholarCross RefCross Ref
  165. Juan Pascual-Leone. 1989. An Organismic Process Model of Witkin’s Field-Dependence–Independence. Ablex Publishing, Westport, CT.Google ScholarGoogle Scholar
  166. Gordon Pask. 1976. Styles and strategies of learning. British Journal of Educational Psychology 46, 2 (Jun. 1976), 128–148. DOI:https://doi.org/10.1111/j.2044-8279.1976.tb02305.xGoogle ScholarGoogle ScholarCross RefCross Ref
  167. Luigi Pizzamiglio and Renzo Carli. 1974. Visual, tactile and acoustic embedded figures tests in patients with unilateral brain damage. Cortex 10, 3 (Sep. 1974), 238–246. DOI:https://doi.org/10.1016/s0010-9452(74)80016-xGoogle ScholarGoogle ScholarCross RefCross Ref
  168. Nataliia Pobiedina, Julia Neidhardt, Maria del Carmen Calatrava Moreno, Laszlo Grad-Gyenge, and Hannes Werthner. 2013. On successful team formation: Statistical analysis of a multiplayer online game. In Proceedings of the 2013 IEEE 15th Conference on Business Informatics. Institute of Electrical and Electronics Engineers Computer Society, Washington, DC, 55–62. DOI:https://doi.org/10.1109/CBI.2013.17Google ScholarGoogle ScholarDigital LibraryDigital Library
  169. George E. Raptis and Christina Katsini. 2021. Analyzing scanpaths from a field dependence-independence perspective when playing a visual search game. In Proceedins of the ACM Symposium on Eye Tracking Research and Applications. Association for Computing Machinery. in progress.Google ScholarGoogle Scholar
  170. George E. Raptis, Christos Fidas, and Nikolaos Avouris. 2017. Cultural heritage gaming: Effects of human cognitive styles on players’ performance and visual behavior. In Proceedings of the Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization. Association for Computing Machinery, New York, NY, 343–346. DOI:https://doi.org/10.1145/3099023.3099090Google ScholarGoogle ScholarDigital LibraryDigital Library
  171. George E. Raptis, Christos Fidas, and Nikolaos Avouris. 2018. Effects of mixed-reality on players’ behaviour and immersion in a cultural tourism game: A cognitive processing perspective. International Journal of Human-Computer Studies 114 (2018), 69–79. DOI:https://doi.org/10.1016/j.ijhcs.2018.02.003Google ScholarGoogle ScholarCross RefCross Ref
  172. George E. Raptis, Christos Fidas, and Nikolaos Avouris. 2019. Do game designers’ decisions related to visual activities affect knowledge acquisition in cultural heritage games? An evaluation from a human cognitive processing perspective. Journal on Computing and Cultural Heritage 12, 1, Article 4 (Feb. 2019), 25 pages. DOI:https://doi.org/10.1145/3292057Google ScholarGoogle ScholarDigital LibraryDigital Library
  173. George E. Raptis, Christos A. Fidas, and Nikolaos M. Avouris. 2016. Do field dependence-independence differences of game players affect performance and behaviour in cultural heritage games? In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, New York, NY, 38–43. DOI:https://doi.org/10.1145/2967934.2968107Google ScholarGoogle ScholarDigital LibraryDigital Library
  174. George E. Raptis, Christos A. Fidas, and Nikolaos M. Avouris. 2017. On implicit elicitation of cognitive strategies using gaze transition entropies in pattern recognition tasks. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 1993–2000. https://doi.org/10.1145/3027063.3053106Google ScholarGoogle ScholarDigital LibraryDigital Library
  175. George E. Raptis, Christos A. Fidas, Christina Katsini, and Nikolaos M. Avouris. 2019. A cognition-centered personalization framework for cultural-heritage content. User Modeling and User-Adapted Interaction 29, 1 (Mar 2019). https://doi.org/10.1007/s11257-019-09226-7Google ScholarGoogle ScholarDigital LibraryDigital Library
  176. George E. Raptis, Christina Katsini, Marios Belk, Christos Fidas, George Samaras, and Nikolaos Avouris. 2017. Using eye gaze data and visual activities to infer human cognitive styles: Method and feasibility studies. In Proceedings of the 25th Conference on User Modeling, Adaptation and Personalization. Association for Computing Machinery, New York, NY, 164–173. DOI:https://doi.org/10.1145/3079628.3079690Google ScholarGoogle ScholarDigital LibraryDigital Library
  177. Richard Riding and Indra Cheema. 1991. Cognitive styles - an overview and integration. Educational Psychology 11, 3-4 (Jan. 1991), 193–215. DOI:https://doi.org/10.1080/0144341910110301Google ScholarGoogle ScholarCross RefCross Ref
  178. Michael Riegler, Mathias Lux, Vincent Charvillat, Axel Carlier, Raynor Vliegendhart, and Martha Larson. 2014. VideoJot: A multifunctional video annotation tool. In Proceedings of the International Conference on Multimedia Retrieval. Association for Computing Machinery, New York, NY, 534:534–534:537. DOI:https://doi.org/10.1145/2578726.2582621Google ScholarGoogle ScholarDigital LibraryDigital Library
  179. Riot Games. 2009. League of Legends. Game [Windows]. Riot Games, Los Angeles, CA.Google ScholarGoogle Scholar
  180. Kent A. Rittschof. 2010. Field dependence-independence as visuospatial and executive functioning in working memory: Implications for instructional systems design and research. Educational Technology Research and Development 58, 1 (Feb 2010), 99–114. DOI:https://doi.org/10.1007/s11423-008-9093-6Google ScholarGoogle ScholarCross RefCross Ref
  181. Bryan C. Russell, Antonio Torralba, Kevin P. Murphy, and William T. Freeman. 2008. LabelMe: A database and web-based tool for image annotation. International Journal of Computer Vision 77, 1 (May 2008), 157–173. DOI:https://doi.org/10.1007/s11263-007-0090-8Google ScholarGoogle ScholarDigital LibraryDigital Library
  182. Eduardo Salas, Terry L. Dickinson, Sharolyn A. Converse, and Scott I. Tannenbaum. 1992. Toward an understanding of team performance and training. In Teams: Their Training and Performance, Robert W Swezey and Eduardo Salas (Eds.). Ablex Publishing Corporation, Norwood, NJ, 3–29.Google ScholarGoogle Scholar
  183. Eduardo Salas, Carolyn Prince, David P. Baker, and Lisa Shrestha. 1995. Situation awareness in team performance: Implications for measurement and training. Human Factors 37, 1 (1995), 123–136. DOI:https://doi.org/10.1518/001872095779049525Google ScholarGoogle ScholarCross RefCross Ref
  184. Katie Salen and Eric Zimmerman. 2004. Rules of Play: Game Design Fundamentals. MIT Press, Cambridge, MA.Google ScholarGoogle ScholarDigital LibraryDigital Library
  185. Olivia N. Saracho. 1998. Research directions for cognitive style and education. International Journal of Educational Research 29, 3 (1998), 287–290. DOI:https://doi.org/10.1016/S0883-0355(98)00032-9Google ScholarGoogle ScholarCross RefCross Ref
  186. Kjeld Schmidt. 2002. The problem with ‘awareness’: Introductory remarks on ‘awareness in CSCW’. Computer Supported Cooperative Work 11, 3 (Nov. 2002), 285–298. DOI:https://doi.org/10.1023/A:1021272909573Google ScholarGoogle ScholarDigital LibraryDigital Library
  187. P. G. Schrader and Michael McCreery. 2008. The acquisition of skill and expertise in massively multiplayer online games. Educational Technology Research and Development 56, 5 (Dec. 2008), 557–574. DOI:https://doi.org/10.1007/s11423-007-9055-4Google ScholarGoogle ScholarCross RefCross Ref
  188. Daniel W. Schwartz and Stephen A. Karp. 1967. Field dependence in a geriatric population. Perceptual and Motor Skills 24, 2 (Apr. 1967), 495–504. DOI:https://doi.org/10.2466/pms.1967.24.2.495Google ScholarGoogle ScholarCross RefCross Ref
  189. Magy Seif El-Nasr, Bardia Aghabeigi, David Milam, Mona Erfani, Beth Lameman, Hamid Maygoli, and Sang Mah. 2010. Understanding and evaluating cooperative games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 253–262. DOI:https://doi.org/10.1145/1753326.1753363Google ScholarGoogle ScholarDigital LibraryDigital Library
  190. Hitesh Nidhi Sharma, Sultan A. Alharthi, Igor Dolgov, and Phoebe O. Toups Dugas. 2017. A framework supporting selecting space to make place in spatial mixed reality play. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, 83-100. DOI:https://doi.org/10.1145/3116595.3116612Google ScholarGoogle ScholarDigital LibraryDigital Library
  191. Ian Spence and Jing Feng. 2010. Video games and spatial cognition. Review of General Psychology 14, 2 (Jun. 2010), 92–104. DOI:https://doi.org/10.1037/a0019491Google ScholarGoogle ScholarCross RefCross Ref
  192. Jaakko Stenros, Janne Paavilainen, and Frans Mäyrä. 2009. The many faces of sociability and social play in games. In Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era. Association for Computing Machinery, New York, NY, 82–89. DOI:https://doi.org/10.1145/1621841.1621857Google ScholarGoogle ScholarDigital LibraryDigital Library
  193. Tilo Strobach, Peter A. Frensch, and Torsten Schubert. 2012. Video Game practice optimizes executive control skills in dual-task and task switching situations. Acta Psychologica 140, 1 (May 2012), 13–24. DOI:https://doi.org/10.1016/j.actpsy.2012.02.001Google ScholarGoogle ScholarCross RefCross Ref
  194. Lucy A. Suchman. 1987. Plans and Situated Actions: The Problem of Human-machine Communication. Cambridge University Press, New York, NY.Google ScholarGoogle ScholarDigital LibraryDigital Library
  195. Jonathan Sykes and Melissa Federoff. 2006. Player-centred game design. In Proceedings of the Extended Abstracts on Human Factors in Computing Systems. Association for Comoputing Machinery, New York, NY, 1731–1734. DOI:https://doi.org/10.1145/1125451.1125774Google ScholarGoogle ScholarDigital LibraryDigital Library
  196. Ron Tamborini and Paul Skalski. 2006. The role of presence in the experience of electronic games. In Playing video games: Motives, responses, and consequences.Lawrence Erlbaum Associates Publishers, Mahwah, NJ, 225–240.Google ScholarGoogle Scholar
  197. Anthony Tang, Jonathan Massey, Nelson Wong, Derek Reilly, and W. Keith Edwards. 2012. Verbal coordination in first person shooter games. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work. Association for Comoputing Machinery, New York, NY, 579–582. DOI:https://doi.org/10.1145/2145204.2145292Google ScholarGoogle ScholarDigital LibraryDigital Library
  198. Grant S. Taylor and John S. Barnett. 2013. Evaluation of wearable simulation interface for military training. Human Factors 55, 3 (2013), 672–690. DOI:https://doi.org/10.1177/0018720812466892arXiv:https://doi.org/10.1177/0018720812466892PMID: 23829039.Google ScholarGoogle ScholarCross RefCross Ref
  199. Miguel A. Teruel, Elena Navarro, Pascual González, Víctor López-Jaquero, and Francisco Montero. 2016. Applying thematic analysis to define an awareness interpretation for collaborative computer games. Information and Software Technology 74 (2016), 17–44. DOI:https://doi.org/10.1016/j.infsof.2016.01.009Google ScholarGoogle ScholarDigital LibraryDigital Library
  200. Joachim Tiedemann. 1989. Measures of cognitive styles: A critical review. Educational Psychologist 24, 3 (June 1989), 261–275. DOI:https://doi.org/10.1207/s15326985ep2403_3Google ScholarGoogle ScholarCross RefCross Ref
  201. Carolina Tinajero, María Fernanda Páramo, Fernando Cadaveira, and Socorro Rodriguez-Holguin. 1993. Field dependence-independence and brain organization: The confluence of two different ways of describing general forms of cognitive functioning? A theoretical review. Perceptual and Motor Skills 77, 3 (Dec. 1993), 787–802. DOI:https://doi.org/10.2466/pms.1993.77.3.787Google ScholarGoogle ScholarCross RefCross Ref
  202. Phoebe O. Toups Dugas, William A. Hamilton, and Sultan A. Alharthi. 2016. Playing at planning: Game design patterns from disaster response practice. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, New York, NY, 362-375. DOI:https://doi.org/10.1145/2967934.2968089Google ScholarGoogle ScholarDigital LibraryDigital Library
  203. Phoebe O. Toups Dugas, Jessica Hammer, William A. Hamilton, Ahmad Jarrah, William Graves, and Oliver Garretson. 2014. A framework for cooperative communication game mechanics from grounded theory. In Proceedings of the 1st ACM SIGCHI Annual Symposium on Computer-human Interaction in Play. Association for Computing Machinery, 257-266.Google ScholarGoogle ScholarDigital LibraryDigital Library
  204. Phoebe O. Toups Dugas and Andruid Kerne. 2007. Implicit coordination in firefighting practice: Design implications for teaching fire emergency responders. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 707-716. DOI:https://doi.org/10.1145/1240624.1240734Google ScholarGoogle ScholarDigital LibraryDigital Library
  205. Phoebe O. Toups Dugas, Andruid Kerne, William A. Hamilton, and Nabeel Shahzad. 2011. Zero-fidelity simulation of fire emergency response: Improving team coordination learning. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 1959-1968. DOI:https://doi.org/10.1145/1978942.1979226Google ScholarGoogle ScholarDigital LibraryDigital Library
  206. Phoebe O. Toups Dugas, Nicolas Lalone, Sultan A. Alharthi, Hitesh Nidhi Sharma, and Andrew M. Webb. 2019. Making maps available for play: Analyzing the design of game cartography interfaces. ACM Transactions on Computer-Human Interaction. 26, 5, Article 30 (July 2019), 43 pages. DOI:https://doi.org/10.1145/3336144Google ScholarGoogle ScholarDigital LibraryDigital Library
  207. Judy C. R. Tseng, Hui-Chun Chu, Gwo-Jen Hwang, and Chin-Chung Tsai. 2008. Development of an adaptive learning system with two sources of personalization information. Computers and Education 51, 2 (Sep. 2008), 776–786. DOI:https://doi.org/10.1016/j.compedu.2007.08.002Google ScholarGoogle ScholarDigital LibraryDigital Library
  208. Ustwo Games. 2014. Monument Valley. Game [Windows]. Ustwo Games, London.Google ScholarGoogle Scholar
  209. Deepika Vaddi, Phoebe O. Toups Dugas, Igor Dolgov, Rina Wehbe, and Lennart E. Nacke. 2016. Investigating the impact of cooperative communication mechanics on player performance in portal 2. In Proceedings of the 42nd Graphics Interface Conference. 41-48.Google ScholarGoogle Scholar
  210. Melissa A. Valentine, Ingrid M. Nembhard, and Amy C. Edmondson. 2015. Measuring teamwork in health care settings: A review of survey instruments. Medical Care 53, 4 (2015), e16–e30.Google ScholarGoogle ScholarCross RefCross Ref
  211. Valve Corporation. 2011. Portal 2. Game [Windows]. Valve Corporation, Bellevue, WA.Google ScholarGoogle Scholar
  212. Valve Corporation. 2013. Dota 2. Game [Windows]. Valve Corporation, Bellevue, WA.Google ScholarGoogle Scholar
  213. Richard N. van Eck, Hongxia Fu, and Paul V. J. Drechsel. 2015. Can simulator immersion change cognitive style? Results from a cross-sectional study of field-dependence–independence in air traffic control students. Journal of Computing in Higher Education 27, 3 (Aug. 2015), 196–214. DOI:https://doi.org/10.1007/s12528-015-9099-0Google ScholarGoogle ScholarCross RefCross Ref
  214. Vero Vanden Abeele, Lennart E. Nacke, Elisa D. Mekler, and Daniel Johnson. 2016. Design and preliminary validation of the player experience inventory. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. Association for Computing Machinery, New York, NY, 335–341. DOI:https://doi.org/10.1145/2968120.2987744Google ScholarGoogle ScholarDigital LibraryDigital Library
  215. Karlien Vanderheyden and Shari De Baets. 2015. Does cognitive style diversity affect performance in dyadic student teams?Learning and Individual Differences 38 (2015), 143–150. DOI:https://doi.org/10.1016/j.lindif.2015.01.006Google ScholarGoogle ScholarCross RefCross Ref
  216. Maxime Véron, Olivier Marin, and Sébastien Monnet. 2014. Matchmaking in multi-player on-line games: Studying user traces to improve the user experience. In Proceedings of Network and Operating System Support on Digital Audio and Video Workshop. Association for Computing Machinery, New York, NY, Article 7, 6 pages. DOI:https://doi.org/10.1145/2578260.2578265Google ScholarGoogle ScholarDigital LibraryDigital Library
  217. Rodrigo Vicencio-Moreira, Regan L. Mandryk, and Carl Gutwin. 2015. Now you can compete with anyone: Balancing players of different skill levels in a first-person shooter game. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 2255–2264. DOI:https://doi.org/10.1145/2702123.2702242Google ScholarGoogle ScholarDigital LibraryDigital Library
  218. Katherine Vogt, Lauren Bradel, Christopher Andrews, Chris North, Alex Endert, and Duke Hutchings. 2011. Co-located collaborative sensemaking on a large high-resolution display with multiple input devices. In Proceedings of the 13th IFIP TC 13 International Conference on Human-computer Interaction - Volume Part II. Springer-Verlag, Berlin, 589–604. DOI:http://dl.acm.org/citation.cfm?id=2042118.2042175.Google ScholarGoogle ScholarDigital LibraryDigital Library
  219. Deborah Waber. 1989. The Biological Boundaries of Cognitive Styles: A Neuropsychological Analysis. Ablex Publishing, Westport, CT.Google ScholarGoogle Scholar
  220. Greg Wadley, Marcus Carter, and Martin Gibbs. 2015. Voice in virtual worlds: The design, use, and influence of voice chat in online play. Human-Computer Interaction 30, 3–4 (2015), 336–365. DOI:https://doi.org/10.1080/07370024.2014.987346Google ScholarGoogle ScholarDigital LibraryDigital Library
  221. Ruth Wageman, J. Richard Hackman, and Erin Lehman. 2005. Team diagnostic survey: Development of an instrument. The Journal of Applied Behavioral Science 41, 4 (2005), 373–398. DOI:https://doi.org/10.1177/0021886305281984arXiv:https://doi.org/10.1177/0021886305281984Google ScholarGoogle ScholarCross RefCross Ref
  222. Yi-Shiang Wang, Chih-Ming Chen, Chin-Ming Hong, and Yen-Nung Tsai. 2013. Interactive augmented reality game for enhancing library instruction in elementary schools. In Proceedings of the 2013 IEEE 37th Annual Computer Software and Applications Conference Workshops. Institute of Electrical and Electronics Engineers. DOI:https://doi.org/10.1109/compsacw.2013.128Google ScholarGoogle ScholarDigital LibraryDigital Library
  223. Joel S. Warm, William N. Dember, and Peter A. Hancock. 1996. Vigilance and workload in automated systems. Automation and Human Performance: Theory and Applications 18, 1 (1996), 183–200.Google ScholarGoogle Scholar
  224. Karl E. Weick. 1995. Sensemaking in Organizations. Foundations for Organizational Science, Vol. 3. SAGE Publications.Google ScholarGoogle Scholar
  225. Ahuva Windsor. 1983. Sex and profession as determinants of field dependence. Perceptual and Motor Skills 57, 2 (Oct. 1983), 617–618. DOI:https://doi.org/10.2466/pms.1983.57.2.617Google ScholarGoogle ScholarCross RefCross Ref
  226. Herman A. Witkin. 1971. A Manual for the Embedded Figures Tests. Consulting Psychologists Press.Google ScholarGoogle Scholar
  227. Herman A. Witkin and Donald R. Goodenough. 1977. Field Dependence and Interpersonal Behavior. Psychological Bulletin, 84, 4, (1977), 661–689 pages. DOI:https://doi.org/10.1037/0033-2909.84.4.661Google ScholarGoogle ScholarCross RefCross Ref
  228. Herman A. Witkin, Donald R. Goodenough, and Stephen A. Karp. 1967. Stability of cognitive style from childhood to young adulthood. Journal of Personality and Social Psychology 7, 3, Pt.1 (1967), 291–300. DOI:https://doi.org/10.1037/h0025070Google ScholarGoogle ScholarCross RefCross Ref
  229. H. A. Witkin, C. A. Moore, DR Goodenough, and P. W. Cox. 1977. Field-dependent and field-independent cognitive styles and their educational implications. Review of Educational Research 47, 1 (1977), 1–64. DOI:https://doi.org/10.3102/00346543047001001Google ScholarGoogle ScholarCross RefCross Ref
  230. Herman A. Witkin, C. A. Moore, Donald R Goodenough, and P. W. Cox. 1977. Field-dependent and field-independent cognitive styles and their educational implications. Review of Educational Research 47, 1 (1977), 1–64. DOI:https://doi.org/10.3102/00346543047001001Google ScholarGoogle ScholarCross RefCross Ref
  231. Jason Wuertz, Sultan A. Alharthi, William A. Hamilton, Scott Bateman, Carl Gutwin, Anthony Tang, Phoebe O. Toups Dugas, and Jessica Hammer. 2018. A design framework for awareness cues in distributed multiplayer games. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 1-14. DOI:https://doi.org/10.1145/3173574.3173817Google ScholarGoogle ScholarDigital LibraryDigital Library
  232. Jason Wuertz, Scott Bateman, and Anthony Tang. 2017. Why players use pings and annotations in dota 2. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, 1978–2018. DOI:https://doi.org/10.1145/3025453.3025967Google ScholarGoogle ScholarDigital LibraryDigital Library
  233. Nick Yee. 2006. Motivations for play in online games. CyberPsychology and Behavior 9, 6 (2006), 772–775. DOI:https://doi.org/10.1089/cpb.2006.9.772Google ScholarGoogle ScholarCross RefCross Ref
  234. José P. Zagal, Jochen Rick, and Idris Hsi. 2006. Collaborative games: Lessons learned from board games. Simulation and Gaming 37, 1 (2006), 24–40. DOI:https://doi.org/10.1177/1046878105282279arXiv:https://doi.org/10.1177/1046878105282279Google ScholarGoogle ScholarCross RefCross Ref
  235. Sebastian Zander, Ian Leeder, and Grenville Armitage. 2005. Achieving fairness in multiplayer network games through automated latency balancing. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology. Association for Computing Machinery, New York, NY, 117–124. DOI:https://doi.org/10.1145/1178477.1178493Google ScholarGoogle ScholarDigital LibraryDigital Library
  236. Li-fang Zhang. 2006. Does student-teacher thinking style match-mismatch matter in students’ achievement?Educational Psychology 26, 3 (2006), 395–409. DOI:https://doi.org/10.1080/01443410500341262arXiv:https://doi.org/10.1080/01443410500341262Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay

            Recommendations

            Comments

            Login options

            Check if you have access through your login credentials or your institution to get full access on this article.

            Sign in

            Full Access

            • Published in

              cover image ACM Transactions on Computer-Human Interaction
              ACM Transactions on Computer-Human Interaction  Volume 28, Issue 4
              August 2021
              297 pages
              ISSN:1073-0516
              EISSN:1557-7325
              DOI:10.1145/3477419
              Issue’s Table of Contents

              Copyright © 2021 ACM

              Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

              Publisher

              Association for Computing Machinery

              New York, NY, United States

              Publication History

              • Published: 11 August 2021
              • Accepted: 1 December 2020
              • Revised: 1 October 2020
              • Received: 1 January 2019
              Published in tochi Volume 28, Issue 4

              Permissions

              Request permissions about this article.

              Request Permissions

              Check for updates

              Qualifiers

              • research-article
              • Research
              • Refereed

            PDF Format

            View or Download as a PDF file.

            PDF

            eReader

            View online with eReader.

            eReader

            HTML Format

            View this article in HTML Format .

            View HTML Format