Carl Symborski
Systematic errorSubject-matter expertHuman–computer interactionComplete informationWin-win gameCommunications satelliteCommunications protocolArchitectureEngineeringData collectionIterative and incremental developmentSimulations and games in economics educationGround truthCommitMultimethodologyPsychologyInstructional designScreening gameCognitionGame mechanicsHeuristicCognitive psychologyConstellation diagramPersonalityCognitive biasQualitative researchRepeated gamePsychological interventionDevelopment (topology)AvatarTest (assessment)Session (web analytics)DebiasingBias blind spotSIGNAL (programming language)Data collection methodologyQuantitative assessmentObservational assessmentSerious gameAssessment instrumentComputer gameComputer networkComputer scienceGame DeveloperNon-cooperative gameVideo game designMultimediaGame designAdaptive systemMetaverseManagement scienceVideo game developmentEngineering ethicsKnowledge managementFocus groupFundamental attribution errorGame design documentLinear discriminant analysisConstellationSequential gameApplied psychologyGame testingTelecommunicationsSocial psychologyConfirmation biasDecision ruleNudge theoryLearning theoryCost driverReduction (complexity)
Publications 10
#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...
4 CitationsSource
#1Tomek Strzalkowski (University at Albany, SUNY)H-Index: 28
#2Carl Symborski (Leidos)H-Index: 4
The development of a serious game combines the skills of numerous disciplines, from subject matter experts on the topic being taught; to story developers, game designers, and software developers; to instructional designers, educational assessment scientists, and others. This section provides commentary on the Intelligence Advanced Research Projects Activity’s unique game development program, Sirius, where multiple games with the same training goal were independently developed and tested by diffe...
2 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...
7 CitationsSource
#1Carey K. Morewedge (BU: Boston University)H-Index: 27
#2Haewon Yoon (BU: Boston University)H-Index: 5
Last. Karim S. Kassam (CMU: Carnegie Mellon University)H-Index: 17
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From failures of intelligence analysis to misguided beliefs about vaccinations, biased judgment and decision making contributes to problems in policy, business, medicine, law, education, and private life. Early attempts to reduce decision biases with training met with little success, leading scientists and policy makers to focus on debiasing by using incentives and changes in the presentation and elicitation of decisions. We report the results of two longitudinal experiments that found medium to...
99 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...
1 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...
7 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
Nov 3, 2013 in AAAI (National Conference on Artificial Intelligence)
#1Hua Li (SAIC: Science Applications International Corporation)H-Index: 11
#2Héctor Muñoz-Avila (Lehigh University)H-Index: 30
Last. Rafael Alonso (SAIC: Science Applications International Corporation)H-Index: 3
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Serious games are popular computer games that frequently simulate real-world events or processes designed for the purpose of solving a problem. Although they are often entertaining, their main purpose is to train or educate users. Not surprisingly, users exhibit different game play behaviors because of their diverse background and game experience. To improve the educational effectiveness of these games, it is important to understand and learn from the interaction between the users and the game e...
3 Citations
#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...
#2Steven Carson (SAIC: Science Applications International Corporation)H-Index: 1
#3Carl Symborski (SAIC: Science Applications International Corporation)H-Index: 4
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The data communications demands of the Global War on Terror (GWOT) require massive use of satellite communications channels, both military and civilian. Extensive use of the K-band civilian SATCOM links is causing congestion and is a significant cost driver. The SATCOM-CX program is exploring a novel technical concept which will enable small Special Operations teams deployed worldwide to move to the much-cheaper C-band links, without needing to carry and set up the large bulky antennas previousl...