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.
- Ernest Adams and Joris Dormans. 2012. Game Mechanics: Advanced Game Design (1st ed.). New Riders Publishing, Thousand Oaks, CA.Google ScholarDigital Library
- David S. Alberts, John J. Garstka, Richard E. Hayes, and David A. Signori. 2001. Understanding Information age Warfare. Technical Report. DTIC Document.Google Scholar
- 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 Scholar
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 Scholar
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- Staffan Björk, Sus Lundgren, and Jussi Holopainen. 2003. Game design patterns. In Level Up - Proceedings of Digital Games Research Conference 2003.Google Scholar
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- Nataliya V. Bogacheva. 2016. Cognitive styles specifics of adult computer gamers. Annual Review of Cybertherapy and Telemedicine 14, 3 (2016), 84.Google Scholar
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarCross Ref
- William Bridges. 2000. The Character of Organizations: Using Personality Type in Organization Development. Nicholas Brealey Publishing.Google Scholar
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- Herbert H. Clark. 1996. Using Language. Cambridge University Press.Google Scholar
- Susan W. Coates. 1972. Preschool Embedded Figures Test: PEFT. Consulting Psychologists Press, Palo Alto, CA, USA.Google Scholar
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- Jack Demick and Seymour Wapner. 1991. Field dependence-independence in adult development and aging. (1991).Google Scholar
- 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 ScholarDigital Library
- Aude Dufresne and Sylvie Turcotte. 1997. Cognitive style and its implications for navigation strategies.Google Scholar
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- Simon Egenfeldt-Nielsen, Jonas Heide Smith, and Susana Pajares Tosca. 2012. Understanding Video Games: The Essential Introduction (2nd ed.). Routledge, USA.Google Scholar
- Mica R. Endsley. 1995. Toward a theory of situation awareness in dynamic systems. Human Factors 37, 1 (1995).Google Scholar
- 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 Scholar
- Epic Games. 2018. Fortnite Battle Royale. Game [Switch]. Epic Games, Cary, North Carolina.Google Scholar
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- Nigel Ford. 2000. Cognitive styles and virtual environments. Journal of the Association for Information Science and Technology 51, 6 (2000), 543.Google ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarCross Ref
- Dedre Gentner and Albert L. Stevens. 1983. Mental Models. Lawrence Earlbaum Associates, Hillsdale, NJ.Google Scholar
- 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 Scholar
- 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 Scholar
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- Giant Enemy Crab. 2015. Due Process. Game [Windows]. Giant Enemy Crab, Seattle, WA.Google Scholar
- Barney G Glaser. 1998. Doing Grounded Theory: Issues and Discussions. Sociology Press.Google Scholar
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- Tamar Globerson. 1989. What is the Relationship between Cognitive Style and Cognitive Development? Ablex Publishing, Westport, CT.Google Scholar
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 Scholar
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- Jussi Holopainen. 2011. Foundations of Gameplay. Ph.D. Dissertation. Blekinge Institute of Technology.Google Scholar
- 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 ScholarDigital Library
- Virginia M. Horak. 1990. Students’ cognitive styles and their use of problem-solving heuristics and metacognitive processes. (1990).Google Scholar
- 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 ScholarDigital Library
- 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 Scholar
- Wijnand IJsselsteijn, YAW De Kort, and Karolien Poels. 2008. The Game Experience Questionnaire. Eindhoven: Technische Universiteit Eindhoven.Google Scholar
- 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 Scholar
- 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 ScholarDigital Library
- 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 Scholar
- Kristine Jørgensen. 2013. Gameworld Interfaces. MIT Press, Cambridge, MA, USA.Google Scholar
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 Scholar
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarCross Ref
- 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 Scholar
- 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 Scholar
- 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 ScholarCross Ref
- 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 Scholar
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 Scholar
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- Patrick R. Lowenthal. 2010. Social presence. In Social Computing: Concepts, Methodologies, Tools, and Applications. IGI Global, 129–136.Google ScholarCross Ref
- 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 Scholar
- 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 Scholar
- 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 Scholar
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- Samuel Messick. 1976. Personality consistencies in cognition and creativity. Individuality in Learning 4 (1976), 22.Google Scholar
- 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 ScholarCross Ref
- 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 Scholar
- Alan Miller. 1987. Cognitive styles: An integrated model. Educational Psychology 7, 4 (Jan. 1987), 251–268. DOI:https://doi.org/10.1080/0144341870070401Google ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- Newzoo. 2017. Gamer Consumer Insights. Technical Report.Google Scholar
- 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 ScholarDigital Library
- Czeslaw S. Nosal. 1990. Psychological models of mind. PWN, Warsaw (1990).Google Scholar
- 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 ScholarCross Ref
- Philip K. Oltman. 1968. A portable rod-and-frame apparatus. Perceptual and Motor Skills 26, 2 (1968), 503–506.Google ScholarCross Ref
- Philip K. Oltman, Evelyn Raskin, and Herman A. Witkin. 1971. Group Embedded Figures Test. Consulting Psychologists Press Palo Alto, CA.Google Scholar
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- Juan Pascual-Leone. 1989. An Organismic Process Model of Witkin’s Field-Dependence–Independence. Ablex Publishing, Westport, CT.Google Scholar
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- Riot Games. 2009. League of Legends. Game [Windows]. Riot Games, Los Angeles, CA.Google Scholar
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarCross Ref
- Katie Salen and Eric Zimmerman. 2004. Rules of Play: Game Design Fundamentals. MIT Press, Cambridge, MA.Google ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- Lucy A. Suchman. 1987. Plans and Situated Actions: The Problem of Human-machine Communication. Cambridge University Press, New York, NY.Google ScholarDigital Library
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- Ustwo Games. 2014. Monument Valley. Game [Windows]. Ustwo Games, London.Google Scholar
- 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 Scholar
- 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 ScholarCross Ref
- Valve Corporation. 2011. Portal 2. Game [Windows]. Valve Corporation, Bellevue, WA.Google Scholar
- Valve Corporation. 2013. Dota 2. Game [Windows]. Valve Corporation, Bellevue, WA.Google Scholar
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- Deborah Waber. 1989. The Biological Boundaries of Cognitive Styles: A Neuropsychological Analysis. Ablex Publishing, Westport, CT.Google Scholar
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 Scholar
- Karl E. Weick. 1995. Sensemaking in Organizations. Foundations for Organizational Science, Vol. 3. SAGE Publications.Google Scholar
- 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 ScholarCross Ref
- Herman A. Witkin. 1971. A Manual for the Embedded Figures Tests. Consulting Psychologists Press.Google Scholar
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- 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 ScholarDigital Library
- 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 ScholarCross Ref
Index Terms
- Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay
Recommendations
Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games
CSCW '18 Companion: Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social ComputingIn multiplayer games, players need to coordinate action to succeed. This paper investigates the effect of cognitive styles on performance of dyads engaged in collaborative gaming activities. 24 individuals took part in a mixed methods user-study; they ...
Collaborative games: lessons learned from board games
Symposium: Video games: Issues in research and learning, part 2Collaborative mechanisms are starting to become prominent in computer games, like massively multiplayer online games (MMOGs); however, by their nature, these games are difficult to investigate. Game play is often complex and the underlying mechanisms ...
The effect of a collaborative game on group work
CASCON '15: Proceedings of the 25th Annual International Conference on Computer Science and Software EngineeringAs enterprises strive to transform themselves in the face of emerging technologies and challenges, there is an increasing reliance on group work and collaboration across disciplinary and organizational boundaries. Often this requires establishing ad-hoc ...
Comments