Cognition and Game ?Language, technology, reason and sociality have
often been invoked to define the uniqueness of human beings, particularly the
distinctiveness of human cognition as opposed to other forms of animal
cognition. Play (including the meaning of play, its appeal and attraction, and
the pleasure involved in playing, whether collectively or individually) also
constitutes a significant (though not exclusive) feature of our humanity. In
1938, the Dutch historian Johan Huizinga used the term ‘Homo Ludens’ in defining play as a specific and distinctive feature
of Man. Play in its various forms (symbolic play, rule games, role-playing,
team games, sports games, betting games, etc.) constitutes a central activity
in the development of children and individuals more generally. Play also performs
an important role in the development of social interactions (especially between
men and animals), in learning, and in the development and/or remediation of a
whole range of cognitive functions, such as reasoning, decision-making, the
imagination, creativity, and the aesthetic sense. In the cognitive sciences, play
and games are often used to conduct experiments aimed at improving our
understanding of these key faculties. The increasing ludic, economic and social
development of video games and the emergence of new kinds of interaction in play
and games (tangible user interfaces, virtual reality and immersion, avatars,
etc.) also raise new questions about the human significance and implications of
play. The cognitive sciences provide a range of different
approaches that shed light on this issue. The conference will address the
following questions (the list is not exhaustive): -
What
are the distinctive features of human play as opposed to forms of play observed
in other animals (ethology, primatology, etc.)? -
What
are the roles performed by different types of play in learning and development
throughout life? What are their effects on cognitive functions (attention,
memory, decision-making, spatial awareness, etc.) and forms of interaction
(between humans, between humans and machines, between humans and animals,
between humans and digital avatars, etc.)? -
What
game(s) should we use to study reasoning, social interaction or
decision-making? To what extent do such choices generally reflect an implicit
preconception of rationality and of cognition more generally? -
What
kinds of relations do players have with play? Taking part in a game often appears
to be inseparable from a cognitive engagement for and in the reality of
the game or from a kind of ‘immersion’. What is the exact nature of this
engagement? What are the conditions that facilitate such engagement? How do new
forms of interaction transform this engagement? What are the effects on
players? In particular, the issue of ‘addiction’ will be addressed and discussed,
as well as the more general origins (biological, historical and cultural) of
the significance and appeal of play, both individual and social (without
implying any restriction to human societies). The following themes may also be addressed: -
Modeling
the reasoning/behavior of players; -
Play,
social/linguistic interactions and the negotiation of meaning; -
Play,
rules, and circumventing rules through play; -
Play
and technologies (tangible user interfaces, virtual and augmented reality),
serious games; -
Cognitive
remediation and the therapeutic dimension of play; -
Taxonomy
of different types of play and cognitive engagement for and in play. -
Etc. All disciplines in the general field of cognitive
science are encouraged to contribute, including: philosophy and epistemology,
computer science, artificial intelligence, robotics, virtual reality,
linguistics, psychology, neuroscience, ergonomics, anthropology, ethology,
education, ICT, etc. |