Skip to main content
Log in

Taking fun seriously: Using cognitive models to reason about interaction with computer games

  • Published:
Personal Technologies Aims and scope Submit manuscript

Abstract

This paper seeks to extend the application of techniques from affective psychology to show how cognitive models can be used to represent and reason about interaction with computer games. It is argued that this modelling activity provides insights into the motivational appeal that often distinguishes computer games from other forms of human computer interaction. The long-term aim behind this research is to use our improved understanding of interaction with computer games to inform the subsequent development of more general classes of interactive systems. Barnard's Interacting Cognitive Subsystems (ICS) is used throughout this paper. This decision is justified by the fact that ICS has already been applied to analyse the negative emotions surrounding clinical depression. This previous work provides a useful starting point for our investigation of the more positive emotions evoked during interaction with computer games. A further justification is that ICS has also been successfully used to represent and reason about the design of human computer interfaces.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

References

  1. Rieder L, Smith L, Noah D. The value of play. To appear in a special edition of Educational Technology on affective psychology, 1998

  2. Pausch R, Gold R, Skelly T, Thiel D. What interface designers can learn from video games designers. CHI'94, volume 2: 411–412

  3. Neal L. Implications of computer games for systems design. In Diaper D, Gilmore D, Cockton G, Shackel B, eds. Interact'90. Elsevier Science, Amsterdam, Holland. 1990; 93–100

    Google Scholar 

  4. Robertson GR, Czerwinski M, van Dantzich M. Immersion in Desktop VR, In: Robertson G, Schmandt C, eds. UIST'97, ACM, New York, 1997; 11–19

    Google Scholar 

  5. Laurel B. Computers as theatre. Addison Wesley, Reading, 1993

    Google Scholar 

  6. Teasdale JD, Barnard PJ. Affect, cognition and change. Lawrence Erlbaum, USA, 1993

    Google Scholar 

  7. May J, Barnard PJ. A cognitive task analysis of the CERD exemplar, Working Paper UM/WP23. MRC Applied Psychology Unit Cambridge, 1995

    Google Scholar 

  8. Carroll JM, Thomas JC. Fun. SIGCHI Bulletin 1988; 19(3): 21–24

    Google Scholar 

  9. Malone TW. Heuristics for designing enjoyable user interfaces: lessons from computer games. Human Factors in Computer Systems 1982; 63–68

  10. Johnson CW. The problems of validating Desktop VR. In: Johnson H, Nigay L, Roast C, eds. Proceedings of HCI'98. Springer-Verlag, Berlin, 1998; 326–338

    Google Scholar 

  11. Berkowitz L. Implications of the cognitive neoassociationistic perspective. In: Wyer R, Srull T, eds. Advances in social cognition. Lawrence Erlbaum, Hillsdale, NJ, 1993

    Google Scholar 

  12. Busse D, Johnson CW. Modelling human error in a cognitive framework. In: Ritter F, Young R, eds. 2nd European Conference on Cognitive Modelling. Nottingham University Press, 1998; 90–98

  13. John B, Vera A. GOMS analysis of a graphic, machinepaced, highly-interactive task modelling the expert user. In: Proceedings of ACM CHI'92, 1992; 251–258

  14. Csikszentmihalyi M. Flow: the psychology of optimum experience. Harper and Row, New York, 1990.

    Google Scholar 

  15. Johnson CW, Busse D. Using a cognitive theoretical framework. In: Pinnel L, ed. 2nd Workshop on Human Error & Systems Development. Software Engineering Corp, Seattle, 1998;36–43

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Chris Johnson.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Johnson, C. Taking fun seriously: Using cognitive models to reason about interaction with computer games. Personal Technologies 3, 105–116 (1999). https://doi.org/10.1007/BF01305335

Download citation

  • Issue Date:

  • DOI: https://doi.org/10.1007/BF01305335

Keywords

Navigation