Mary Magee Quinn
Leidos
Systematic errorHuman–computer interactionNISTData collectionIterative and incremental developmentGround truthCommitMultimethodologyPsychologyInstructional designCognitionUsabilityHeuristicCognitive psychologyPersonalityCognitive biasQualitative researchDevelopment (topology)AvatarTest (assessment)Session (web analytics)DemographicsData collection methodologySystem developmentQuantitative assessmentSerious gameAssessment instrumentComputer gameField (computer science)Computer scienceMultimediaGame designGeeMetaverseCritical thinkingManagement scienceFocus groupLinear discriminant analysisApplied psychologyBig dataSocial psychologyDecision ruleLearning theoryReduction (complexity)
9Publications
3H-index
33Citations
Publications 8
Newest
#1Mary Magee Quinn (Leidos)H-Index: 3
#2Blake Piper (Leidos)
Last. David Keever (Leidos)
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In August 2020, the United States National Institute of Standards and Technology (NIST) published (NISTIR 8312) which promulgated for review four principles for Artificial Intelligence (AI) explainability to assist researchers and practitioners in the AI field. These four principles, defined in more detail in the NIST document, are Explanation, Meaningfulness, Explanation Accuracy, and Knowledge Limits. The principles were tied to five types of explainability: User Benefits, Societal Acceptance,...
Source
#1Carl Symborski (Leidos)H-Index: 4
#2Meg Barton (Leidos)H-Index: 2
Last. Carey K. Morewedge (BU: Boston University)H-Index: 27
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In this article, we report on a serious game development approach, characterized by combining theory-based design with an iterative development strategy guided by experimental test and evaluation. We describe two serious games that teach the mitigation of cognitive biases (human tendencies to commit systematic errors in thinking that lead to irrational judgments). Cognitive biases tend to be deeply ingrained and early attempts to reduce biases with training have met with little success. We addre...
5 CitationsSource
#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...
11 CitationsSource
#1Benjamin A. Clegg (CSU: Colorado State University)H-Index: 15
#2Robert R. Hoffman (Florida Institute for Human and Machine Cognition)H-Index: 40
Last. Rita BushH-Index: 1
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Serious video games have the potential to change the way people learn and train (Gee, 2003; McGonigal, 2011). Experiments quantifying the effectiveness of video games have produced mixed results in terms of learning and performance (Engel et al., 2009; O’Neil, Wainess, & Baker, 2009; Steinkuelhler, Squire, & Barab, 2012). The question is, why? In this panel, three different groups of researchers who have taken different approaches to designing and developing serious games for training will brief...
1 CitationsSource
#1Carl Symborski (Leidos)H-Index: 4
#2Gary M. Jackson (Leidos)H-Index: 1
Last. Mary Magee Quinn (Leidos)H-Index: 3
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The purpose of this study was 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. Ground truth on participants’ real world characteristics was obtained through the administration of validated measures of personality and authoritarian ideology, as well as a demographics form. A team of trained assessors used quantitative assessment instruments t...
3 CitationsSource
#1Carl SymborskiH-Index: 4
#2Meg BartonH-Index: 3
Last. James H. KorrisH-Index: 4
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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.
2 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...