Cover Image: February 2012 Scientific American Magazine See Inside

Inside the Mind of a Video Game Champ

Cognitive scientists are observing StarCraft 2 players to learn how humans multitask















Share on Tumblr



GAME ON: Players at a recent Starcraft 2 tournament Image: Alamy

  • The Wisdom of Psychopaths

    In this engrossing journey into the lives of psychopaths and their infamously crafty behaviors, the renowned psychologist Kevin Dutton reveals that there is a...

    Read More »

If there is one general rule about the limitations of the human mind, it is that we are terrible at multitasking. When devoted to a single task, the brain excels; when several goals splinter its focus, errors become unavoidable.

Still, clear exceptions challenge that general rule. For decades chess has held the exalted position of the Drosophila of cognitive science—the model organism that scientists could poke and prod to learn what makes experts better than the rest of us. StarCraft 2, one of the world’s hottest computer games, might be overtaking chess: its added complexity may confound researchers initially, but the answers could ultimately be more telling. In this real-time strategy game, players exert a godlike role over a cluster of creatures, leading them to develop their economy and prepare for skirmishes with a neighboring society. The winner is often the person who can make the most moves, as many as six actions a second.

For researchers the appeal lies in the data each game generates. When two players face off, their computers each produce a record of the actions taken during the game. These logs reflect what a gamer was thinking at every stage of play. “I can’t think of a cognitive process that’s not involved in StarCraft,” says Mark Blair, a cognitive scientist at Simon Fraser University. “It’s working memory. It’s decision making. It involves precise motor skills. Everything is important, and everything needs to work together.”

Thousands of these gamers are now contributing to a project under Blair’s watch, called SkillCraft, to learn what separates experts from novices when it comes to attention, multitasking and learning. By comparing the techniques and attributes of low-level players with those of other gamers up the chain of ability, the researchers can start to discern how skills develop—and perhaps, over the long run, identify the most efficient training regimen. Blair sees parallels between the game and emergency management systems. In a high-stress crisis situation, the people in charge of coordinating a response may find themselves facing competing demands: fire alarms, a riot, contamination of drinking water. The mental task of keeping cool and distributing attention among equally urgent activities might closely resemble the core challenge of StarCraft 2.



This article was originally published with the title Inside the Mind of a Video Game Champ.



Subscribe     Buy This Issue

Already a Digital subscriber? Sign-in Now
If your institution has site license access, enter here.
Rights & Permissions

3 Comments

Add Comment
View
  1. 1. ConSeanery 04:08 AM 1/21/12

    Scientists must answer one important question: Which Overlord is the Ultralisk in?

    Reply | Report Abuse | Link to this
  2. 2. drjonz 08:54 AM 2/3/12

    I'm not a gamer and haven't known about Star Craft, but as an ER physician I am familiar with stressful multitasking. I am also familiar with decision making in individuals and systems and they seem to follow either a defensive path that leads to their own survival, or a cooperative pathway that leads more to diversity and the enhanced health of the community.

    I would like to know if the programmers of this game had the long distant foresight to include some cooperative rewards into this game.

    Reply | Report Abuse | Link to this
  3. 3. davidcraig 09:28 AM 4/6/12

    I, too, would be interested in the cooperative pathways of the game as drjonz suggests. As this teacher plans his next unit in high school discrete math, I am designing a simulation game involving earning money. As I started listing the aspects of the game, I realized it will be much more interesting and include some nice feedback processes if players can cooperate. Monopoly has a little of that since two players can make good deals. Ideas: taxes paid go into "infrastructure" and may even have a net benefit for an individual; or several players buying something raises the value of the thing.

    Reply | Report Abuse | Link to this
Leave this field empty

Add a Comment

You must sign in or register as a ScientificAmerican.com member to submit a comment.
Click one of the buttons below to register using an existing Social Account.

More from Scientific American

Follow Us:

See what we're tweeting about

Scientific American MIND

Tweets could not be retrieved at this time

Free Newsletters


Get the best from Scientific American in your inbox

Solve Innovation Challenges

Powered By: Innocentive

  SA Digital
  SA Digital

Science Jobs of the Week

Email this Article

Inside the Mind of a Video Game Champ: Scientific American Magazine

X
Scientific American MIND iPad

Tap into your MIND

Get Both Print & Tablet Editions for one low price!

Subscribe Now >>

X

Please Log In

Forgot: Password

X

Account Linking

Welcome, . Do you have an existing ScientificAmerican.com account?

Yes, please link my existing account with for quick, secure access.



Forgot Password?

No, I would like to create a new account with my profile information.

Create Account
X

Report Abuse

Are you sure?

X

Institutional Access

It has been identified that the institution you are trying to access this article from has institutional site license access to Scientific American on nature.com. To access this article in its entirety through site license access, click below.

Site license access
X

Error

X

Share this Article

X