Meg Barton
Science Applications International Corporation
Systematic errorHuman–computer interactionData collectionCommitMultimethodologyPsychologyInstructional designCognitionHeuristicCognitive psychologyCognitive biasQualitative researchAvatarData collection methodologySerious gameAssessment instrumentComputer gameComputer scienceMultimediaGame designMetaverseManagement scienceFocus groupSocial psychologyDecision ruleLearning theoryReduction (complexity)
Publications 4
#1Meg Barton (Leidos)H-Index: 3
#2Carl Symborski (SAIC: Science Applications International Corporation)H-Index: 4
Last. James H. KorrisH-Index: 4
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In the current study, a serious game was developed to address a training challenge: teaching players to recognize and mitigate their cognitive biases. Cognitive biases, which are human tendencies to commit systematic errors in thinking that lead to irrational judgments, are deeply ingrained and difficult to alter. This paper describes the theory-based approach we employed to create a game for the mitigation of cognitive biases – a challenging and abstract training topic. A cognitive bias framewo...
10 CitationsSource
#1Carl SymborskiH-Index: 4
#2Meg BartonH-Index: 3
Last. James H. KorrisH-Index: 4
view all 6 authors...
The current study was designed to address the following research question: Can a computer game provide an effective mechanism for training adults to identify and mitigate their cognitive biases? Human decision making relies on a variety of simple heuristic decision rules that can be quick and effective mental shortcuts when making judgments. However, these heuristics can also lead to irrational thinking and problem-solving in ways that produce errors or illogicality, known as cognitive biases. T...
10 Citations
#1Mary Magee QuinnH-Index: 3
#2Carl SymborskiH-Index: 4
Last. Stephanie GranatoH-Index: 1
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This paper describes a case study using a mixed method approach to playtesting a serious computer game designed to identify and mitigate cognitive bias. This approach incorporated in-depth data collection through the use of recordings of the screen and voice of the player while testing, a detailed survey, and a follow-up focus group. The data collection methodology served to provide detailed feedback from playtesters that was analyzed and used to make continuous and timely changes to the game.
3 CitationsSource
#1Carl Symborski (SAIC: Science Applications International Corporation)H-Index: 4
#2Gary M. Jackson (SAIC: Science Applications International Corporation)
Last. Celia Pearce (Georgia Institute of Technology)H-Index: 15
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In this study, Science Applications International Corporation (SAIC) and Georgia Institute of Technology (GT) developed a quantitative-qualitative mixed methods research technique to investigate the extent to which real world characteristics of Massively Multiplayer Online Role-Playing Game (MMORPG) players can be predicted based on the characteristics and behavior of their avatars. SAIC used three primary assessment instruments to quantitatively rate videos of participant gameplay sessions, whi...