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.
Similar content being viewed by others
References
Rieder L, Smith L, Noah D. The value of play. To appear in a special edition of Educational Technology on affective psychology, 1998
Pausch R, Gold R, Skelly T, Thiel D. What interface designers can learn from video games designers. CHI'94, volume 2: 411–412
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
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
Laurel B. Computers as theatre. Addison Wesley, Reading, 1993
Teasdale JD, Barnard PJ. Affect, cognition and change. Lawrence Erlbaum, USA, 1993
May J, Barnard PJ. A cognitive task analysis of the CERD exemplar, Working Paper UM/WP23. MRC Applied Psychology Unit Cambridge, 1995
Carroll JM, Thomas JC. Fun. SIGCHI Bulletin 1988; 19(3): 21–24
Malone TW. Heuristics for designing enjoyable user interfaces: lessons from computer games. Human Factors in Computer Systems 1982; 63–68
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
Berkowitz L. Implications of the cognitive neoassociationistic perspective. In: Wyer R, Srull T, eds. Advances in social cognition. Lawrence Erlbaum, Hillsdale, NJ, 1993
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
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
Csikszentmihalyi M. Flow: the psychology of optimum experience. Harper and Row, New York, 1990.
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
Author information
Authors and Affiliations
Corresponding author
Rights 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
Issue Date:
DOI: https://doi.org/10.1007/BF01305335