Board, card or video games have been played by virtually every individual in the world. Games are popular because they are intuitive and fun. These distinctive qualities of games also make them ideal for studying the mind.
View Article and Find Full Text PDFBehav Brain Sci
February 2024
The target article argues researchers should be more ambitious, designing studies that systematically and comprehensively explore the space of possible experiments in one fell swoop. We argue that while "systematic" is rarely achievable, "comprehensive" is often enough. Critically, the recent popularization of massive online experiments shows that comprehensive studies are achievable for most cognitive and behavioral research questions.
View Article and Find Full Text PDFCognitive science has evolved since early disputes between radical empiricism and radical nativism. The authors are reacting to the revival of radical empiricism spurred by recent successes in deep neural network (NN) models. We agree that language-like mental representations (language-of-thoughts [LoTs]) are part of the best game in town, but they cannot be understood independent of the other players.
View Article and Find Full Text PDFThe Simon, Stroop, and Eriksen flanker tasks are commonly used to assess cognitive control across the lifespan. However, it remains unclear whether these three tasks in fact measure the same cognitive abilities and in the same proportion. We take a developmental approach to this question: if the Simon, Stroop, and flanker tasks all roughly measure the same capacity, they should show similar patterns of age-related change.
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