Computers for cognitive research: A HyperCard adventure game

  • Clark N. Quinn
Session 10 Hypercard


For researchers interested in exploring the cognitive and metacognitive processes involved in problem-solving, one obstacle has been the difficulty of creating engaging and ecologically valid situations in which to observe these skills in practice. Computer games can provide a rich environment for research on such skills. I present a HyperCard example of an adventure game that serves as an environment for research on analogy in problem-solving. The design of the game and interface is detailed, and initial results of and suggestions for extensions to this work are presented.


Cognitive Skill Analogical Reasoning Cognitive Science Society Game Environment Command Line Interface 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Psychonomic Society, Inc. 1991

Authors and Affiliations

  • Clark N. Quinn
    • 1
  1. 1.School of Computer Science and EngineeringUniversity of New South WalesKensingtonAustralia

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