Virtual affordances. Electronic Sports (and Computer Resistence).

I’ve grown up with computers since birth, in fact, one of the first generations to do so. The virtual world needs to be accounted for, but I accept the non-affordance of pictures, depictions, movies and thus screens overall (but see http://psychsciencenotes.blogspot.co.uk/2013/04/the-information-available-in-pictures.html for very recent, in-depth, information) I believe it is enough to denote this with the word virtual. This is something I go to some length with in my thesis and the beneath is the preliminary version of that section. While there is some revision still to take place, the main content is there and should provide enough clarity as to what I mean by it.

The world of electronic sports (henceforth; e-sports) is a largely unexplored area even within traditional cognitive psychology. In rECS it is discounted, essentially, because it is performed on a screen and as such does not provide affordances per say. In agreement with this, you still cannot just ignore this massive field. It is not only entertainment, it is for some a way of life and it is for others their monthly income -both as creators as well as players. In an attempt to refrain from legitimising the field further, it stands for itself in the amount of hours played, the number of games produced, the amount of profit for gaming-companies and the prize-pools for e-sports players. One aspect however, that is unstated in the relevant literature, is that unbeknownst to producers and programmers of games, their absolute central aspects, follow exactly that of ecological psychology and rECS. Gibson (1986) made the same analogy, however with greater depth, for the fields of architecture and design.

A programmer creates the environment in which a player is to exist and, hopefully, immerse herself. The virtual environment is created in respect to contain virtual affordances for the player, or for the player to explore and act within. The evolution of computers, as well as the games played on these computers, have increasingly dealt with the fact that players expect more and more virtual affordances to be available to them. There is an expectation to be able to do more things, to increase the complexity of the virtual environment, virtual objects and other virtual agents. When expansions are released for already popular games, they account for this fact by not only adding new items, for example in MMORPGS (massively multiplayer online role-playing games), but also by creating new virtual affordances to players through new game modes (changing virtual affordances of the already known game), allowing completely new virtual behaviours and thus making the virtual environment increasingly complex. For games that insist on reflecting reality, the expectation is that virtual affordances should more and more closely resemble the environment. This is thus an essential area to account for when it comes to rECS and psychology in general. It is necessary however to introduce the term virtual affordances, because as stated, pictures, depictions and even movies do not present affordances (Gibson, 1986 and Wilson & Golonka, 2013). Nevertheless, computer gaming industry works with manipulation of virtual affordances, and thus, virtual affordances are defined as invariants programmed in environment, objects and agents, allowing, limiting or disallowing virtual behaviours, interactions and coupled systems between those environments, objects and agents.

The game of choice for exemplification, is League of Legends (launched 2009, by Riot Games, formed in 2006). It is played by 32 million unique players every month, 12 million of which play daily, racking up 1+ billion hours of play each month making it the most played computer game in the world (Riot Games, 2012). They have created a virtual environment in which there is an economic system; killing AI-agents and opponents grants money, from which you may buy items to further enhance your characters basic, level-dependent, properties. The virtual environment affords movement in two dimensions but also limits movement by walls and shrubbery. Each character, 110+ to choose from, is afforded five specific abilities (one passive, meaning it is not “usable” by pressing a button and four active abilities assigned to one key each) plus the choice of two out of thirteen that are common to all players. Some abilities modify movement capability of oneself, of other agents, amount of damage given, amount of damage taken and/or regeneration of vitals (health, mana or for a few characters, a specific other vital coupled to its offensive and/or defensive abilities). Two teams with five players on each team thus comprises (10*5*2) 100 agent-specific virtual affordances, coupled with the dynamic variety in which the virtual environment lends itself to each specific character. Needless to say, perceiving one’s own and other characters’ virtual affordances, in which sequence they are used, and in which situation, the dynamic relationship all these variables have in conjunction with where one is situated in the environment and your, and their, vitals, is what counts as skill in this game. It is a visual perception heavy game but auditory perception enables you to gain information on parts of the environment not currently in your virtual visual field but that may have an impact on your virtual behaviour. The mentioned variables are far from an exhaustive list; there are quite many more virtual affordances to be described, but these should be enough for even the most computer-illiterate to understand that it is far from a simple virtual environment to navigate through successfully. Thus, this complexity gives rise to a vast range of behaviours and emotions, one of the most extreme of which is called “rage-quitting”. It is when you are sufficiently angry, regardless of why, that you exit the game before completion and leave your team severely underpowered against the opponents. Similarly, it is what can be seen in real life interviews when interviewees physically leave the interview prematurely.

Computer-gaming, although not adhering to the strict definitions of rECS, needs to be accounted for and it is suggested that it is sufficient to discriminate between real life and gaming by the verbal notation virtual. When experimentally reporting on computer games or screen-dependent research, it is of great importance to include an exhaustive list of variables and virtual affordances in the previously mentioned task analysis. This leads on to the study at hand, where an attempt is made to follow this task analysis for rECS experimentation, in order to show its practical application; to try and create headway for computer-screen experimentation by refuting the unwillingness within the embodied perspective towards it; discriminate between predictive and prospective strategies in problem-solving to discriminate between computational and ecological strategies; and illuminate how lucrative future research can be on the basis of both the process under observation and, more generally, to produce knowledge about it through rECS.

More responses, this time Daniel Simons/Dave Nussbaum

Daniel Simons
“The expectancy effects study is rhetorically powerful but proves little. In their Experiment 1, Doyen et al. tested the same hypothesis about priming stereotypes that Bargh tested. But in Experiment 2, Doyen et al. tested a hypothesis about experimenter expectancies. That is a completely different hypothesis. The second study tells us that experimenter expectancies can affect walking speed. But walking speed surely can be affected by more than one thing. So Experiment 2 does not tell us to what extent, if any at all, differences in walking speed were caused by experimenter expectancies in Bargh’s experiment (or for that matter, anywhere else in the natural world outside of Doyen’s lab). This is the inferential error of confusing causes of effects with effects of causes. Imagine that Doyen et al. had clubbed the subjects in the elderly-prime condition in the knee; most likely that would have slowed them down. But would we take that as evidence that Bargh et al. had done the same?”

I was waiting for this to be said. Thank you, sir.

“The inclusion of Experiment 2 served a strong rhetorical function, by planting in the audience’s mind the idea that the difference between Bargh vs Doyen Exp 1 was due to expectancy effects (and Ed Yong picked up and ran with this suggestion by referring to Clever Hans). But scientifically, all it shows is that expectancy effects can influence the dependent variable in the Bargh experiment. That’s not nothing, but anybody who already believes that experiments need to be double-blind should have seen that coming. If we had documentary evidence that in the actual 1996 studies Bargh et al. did not actually eliminate expectancy effects, that would be relevant. (We likely never will have such evidence; see next point.) But Experiment 2 does not shed nearly as much light as it appears to”

Which was an idea popularised by Ed Yong. Nevertheless, it is a free-standing experiment including assumptions that were not present in Bargh’s study.

“That is, just because the original study could reject the null and the replication could not, that doesn’t mean that the replication is significantly different from the original study. If you are going to say you failed to replicate the original result, you should conduct a test of that difference.

As far as I can tell neither Doyen et al. nor Pashler et al. did that. So I did. I converted each study’s effect to an r effect size and then comparing the studies with a z test of the difference between independent rs, and indeed Doyen et al. and Pashler et al. each differed from Bargh’s original experiments. So this doesn’t alter the present discussion. But as good practice, the replication reports should have reported such tests.”

Again an insightful view of current events.

Dave Nussbaum contributes greatly to the understanding of conceptual and direct replication and the importance of these concepts. It also comes closer to my own opinion on why the Perception-Behaviour Link-experiments would be hard to ‘replicate’.

It is motivating to see the discourse focuses more and more on underlying issues rather than the symptoms. I am inclined to, still, believe that the controversy surrounding the specific Bargh study has to do with the underlying theory. I am however leaving that in my literature review, time to focus on the presentation of it instead ^^.

Bargh, Doyen and conclusions thereof.

I have just witnessed an interesting phenomenon.

I am concurrently to writing this blog-post, writing a literature review on priming and the Perception-Behaviour Link*. Another paper whom closely replicated the findings of Bargh et al. (1996)*, Doyen et al. (2012)**, were unable to replicate findings as well as provide an interesting demonstration of experimenter expectation. It is however presumptious to assume that the original literature* then also is explained by this bias. The reason is given in a reply by Bargh*** to the Doyen study, basically stating that the experiment was run as a blind study and so experimenter expectation can be safely ruled out. While Bargh’s reply unfortunately contains personal attacks and evidence towards being technologically unwilling, he is defended by others in that his experiment _has_ been replicated successfully and that one study cannot refute several made on the same topic. The studies given (by others than Bargh -he did not give any studies as support in his criticism) as support for this claim are these; Elderly prime effect on simulated driving speed, Gay male prime effect on hostility, elderly or youth prime effect on walking time and accessibility as precursor to goal-fulfilment and high vs. low self-conscious difference in being primed by an elderly stereotype on walking speed (xps 2 & 3). I have reviewed one of these in my literature review and it is at best a conceptual replication with several issues in methodology and statistical interpretation (specifics available on request).

In my book, it is not enough to conceptually replicate, since one is then stuck with reviewing another piece of research with its own flaws and fallacies. Granted, Doyen comes close to replicating but did differ on the point of blind experimenters (it was one of the manipulations in Doyen). The assumption was that Bargh’s work was non-blind (something I came to the conclusion of as well, although I’ve read the paper a gazillion times). This was not the case, and hence, it is also a conceptual replication. What _is_ interesting with the Doyen study is that it still supports the PBL, albeit unintentionally. The most important statistic presented is the believe-slow-walking speed comparison between automatic and manual measurement. Believe-fast-walking’s significant difference was removed when considering both automatic and manual, not so for believe-slow. A last alternative for this significant difference is then experimenter expectation. The thing is though, experimenter expectation is also an environmental stimuli that is unconsciously internalised and evidently had an effect on observable behaviour! Well, this is what the Preception-Behaviour Link strictly posits.

Again, it is a bit of a shame that many of the arguments Bargh uses in his criticism of the Doyen study are arbitrary, unsupported and, on occasion, false in light of other research (even some from the area of priming)****. It does however not reflect on his prior research. In conclusion, Doyen does not specifically cut Bargh’s research down, but rather, introduces another concept able to be accounted for within the Perception-Behaviour Link’s framework.

On a second note, if you have unpublished research on the replication of Bargh et al.’s 1996 study, I would very much like to read it. I believe it is of central importance to be open-minded to one’s own fallacies and others’ criticism (even if I very much like the Perception-Behaviour Link theory), the only way is forward and it is only obstructed when self-preserving opinions and values are set before empirical research.

*Bargh, J.A., Chen, M., & Burrows, L. (1996). Automaticity of social behaviour: Direct effects of trait construct and stereotype activation on action. Journal of Personality and Social Psychology, 72, 230-244.
**Doyen, S., Klein, O., Pichon, C., & Cleeremans, A. (2012). Behavioural priming: It’s all in the mind, but whose mind? doi:10.1371/journal.pone.0029081
***Bargh, J.A. (2012, March 5). The natural unconscious: Nothing in their heads. [Web log post]. Retrieved from http://www.psychologytoday.com/blog/the-natural-unconscious/201203/nothing-in-their-heads.´
****See comment section of Bargh’s blog post, specifically the one referring to Assimilation and Contrasting (which is found in Dijksterhuis, A., Spears, R., Postmes, T., Stapel, D.A., van Knippenberg, A., & Scheepers, D. (1998). Seeing one thing and doing another: Contrast effects in automatic behaviour. Journal of Personality and Social Psychology, 75, 862-871.)