Evidence map›Paper›PMID 42755501›Full record

ArticleFrontiers in cognition2026

Prêt-à-Jouer: commercial videogames as ready-made human perception labs.

Jaap Munneke, Brian Anthony, Jennifer E Corbett

Abstract read
In one paragraph

Article in Frontiers in cognition, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Jaap MunnekeInstitute for Cognitive and Brain Health, Northeastern University, Boston, MA, United States.
Brian AnthonyInstitute for Medical Engineering and Science, Massachusetts Institute of Technology, Cambridge, MA, United States.
Jennifer E CorbettInstitute for Medical Engineering and Science, Massachusetts Institute of Technology, Cambridge, MA, United States.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Cognitive science has long relied on carefully controlled laboratory paradigms to study perception, attention, and executive functioning, raising persistent questions about ecological validity when scenes are complex, demands are self-paced, and outcomes matter to the observer. Commercial videogames present exactly this kind of environment. They are cognitively demanding by design, motivating by nature and consistent enough across players to support systematic behavioral comparison. Unlike the tools of typical laboratory research, they already exist. Here, we encourage researchers to treat commercial games as ready-made testing grounds requiring only a minimal experimental toolkit of screen recording, eye tracking, and behavioral timing. We describe how researchers can select games, generate testable perceptual hypotheses directly from a game's affordances, and implement within-subjects designs, with no engine access or developer cooperation required. We close by distinguishing the ecological questions this approach can answer from the mechanistic ones it cannot.

Indexed as

behavioral sciencecognitioncommercial video gameecological validityeye trackingperceptionrepeated measures designsresearch methods

Identifiers

PMID42755501
PMCPMC13581659

What OpenQuestion holds

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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.