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773236

2018
EDMXXX10.1177/1555343418773236Journal of Cognitive Engineering and Decision MakingMental Models: Structure and Experience

Mental Models: Structural Differences and the


Role of Experience
Caleb S. Furlough and Douglas J. Gillan, North Carolina State University

Mental models are mental representations of the c­ omputer, and cooking a meal require the use of
external world that humans constantly use when they mental models for successful completion
interact with the environment and systems within it. (Gentner, 2002; Norman, 1983). Mental models
These mental models are in part constituted by an are also useful when performing more complex
underlying structure of associated concepts that are
tasks, such as air traffic control and the medical
modified as a person gains experience with a sys-
tem or domain. Video games provide a context that
care activities by physicians and nurses
encourages the development of sophisticated mental (Mogford, 1997; Smith & Koppel, 2014). The
models. The current research sought to understand pervasiveness of mental models in routine
how mental model structures differ between video human activity, especially as it relates to inter-
game players of varying experience levels. Participants action with technology, reveals the importance
were recruited both over internet forums and through of understanding how these models are formed,
Mechanical Turk. Mental model structures were mea- used, and adjusted over time. To further our
sured using relatedness ratings between pairs of con- understanding of mental models, the current
cepts that were derived from players with high levels research examined how the memory structures
of experience playing League of Legends. Relatedness of mental models differed between people who
ratings were transformed into Pathfinder networks
have varying degrees of experience playing a
that were used to analyze mental model structures.
Results revealed structural differences in mental mod-
video game.
els between experience levels. A three-stage model of
mental model structure development is proposed to Mental Models
explain the results, which suggest that some structural
characteristics appear earlier in mental model develop-
Defining the term. The roots of the term
ment than others. The role of mental model structural mental model can be traced back to Kenneth
characteristics is discussed in light of both the design of Craik’s (1943) book The Nature of Explanation.
training programs and video games. Craik suggested that humans hold small-scale
models of reality in their minds that are used to
Keywords: declarative memory, experience, knowl- reason and solve problems in their environment.
edge organization, knowledge structure, mental models, Later, Johnson-Laird (1983) posited that people
pathfinder network, topics, training, video game create analogical models of aspects of the envi-
ronment, which they use in deductive problem
People do not interact with technological solving. Another pioneer of mental models,
­artifacts; they interact with their mental models Norman (1983), suggested that people construct
of those artifacts (e.g., Norman, 1983). internal representations of the systems with
Consequently, people frequently use mental which they interact and that these representa-
models as they complete daily tasks. Simple tions “provide predictive and explanatory
tasks, such as driving to work, operating a power for understanding the interaction” (p. 7).
He described mental models as knowledge
about objects and the environment gathered
Address correspondence to Caleb S. Furlough, Department
from interaction with that environment. Rouse
of Psychology, North Carolina State University, Raleigh,
NC 27606, USA, csfurlou@ncsu.edu
and Morris (1986) warned that defining mental
models too broadly could result in a definition
Journal of Cognitive Engineering and Decision Making
2018, Volume 12, Number 4, December 2018, pp. 269­–287
that is no different from general knowledge and
DOI: 10.1177/1555343418773236 provides no additional theoretical or practical
Article reuse guidelines: sagepub.com/journals-permissions utility. We suggest a useful definition of mental
Copyright © 2018, Human Factors and Ergonomics Society. models that avoids these concerns. First, mental
270 December 2018 - Journal of Cognitive Engineering and Decision Making

models are representations that are both stored how the user chooses to interact with that sys-
in long-term memory and accessible to working tem. Gentner (2002) suggested that people sim-
memory. Second, they are memory representa- ulate future states of a system when needed and
tions of systems or situations. Finally, mental simply retrieve stored knowledge about future
models help predict the future states of, as well states of the system when such knowledge is
as reason with, those systems and situation. available. The latter event is also related to
automatic processing characterized by quickly
Influence on behavior in human-systems
executed, low-effort actions that rely on well-
interaction. Mental model theory not only
defined existing knowledge and differs from
describes representations in long-term memory
slow mental simulation that places high
but also how models influence behavior.
demands on cognitive resources (Anderson,
Gentner and Stevens (1983) proposed that the
1983; Kahneman, 2011; Shiffrin & Schneider,
concept of a mental model is one that has use-
1977).
fulness in understanding of the behavior of
Another central characteristic of mental mod-
humans interacting with systems. Much
els is that they have an organized structure in
research related to mental models supports
long-term memory. Mental models can contain
Gentner and Stevens’ claim. Kieras and Bovair
numerous types of informational content—static
(1984) found that users who developed a more
declarative information, such as names and
complete mental model of a device showed
functions of system components; causal infor-
increased performance and learning. Slone
mation about how these components interact
(2002) reported that people with different men-
with one another to produce effects (Mayer,
tal models of internet searching engaged in dif-
Mathias, & Wetzell, 2002); and procedural
ferent types of web-searching behaviors. Dinet
knowledge about how to operate functions of
and Kitajima (2011) found similar results in
the system to produce desired outcomes (Zhang,
their study, which reported that types of mental
2013). This procedural knowledge, much like
models in children were predictive of perfor-
the knowledge gained from repeated mental
mance in web-searching tasks. Mental model
simulation, contributes to automatic systems of
completeness was found to be predictive of how
cognitive processing (Anderson, 1983; Kahne-
much users trusted an adaptive cruise control
man, 2011; Shiffrin & Schneider, 1977). The
mechanism (Beggiato & Krems, 2013). Bader
format of mental model content is flexible.
and Beyerer (2011) suggested that the state of a
Model representations in memory have been
person’s mental model can predict gaze patterns
suggested to be conceptual or propositional
during human-computer interaction tasks. Fein,
(Doyle & Ford, 1998) as well as image-like
Olson, and Olson (1993) found that groups who
(Rouse & Morris, 1986).
acquired mental models yielded higher perfor-
Mental model structures may be organized as
mance using a complex device than those who
networks with information chunks and concepts
did not.
existing as nodes and links representing associa-
Characteristics of mental models. Mental tive connections between those nodes (Doyle &
models have been observed to have a number of Ford, 1998; Lokuge, Gilbert, & Richards, 1996).
distinct characteristics, in addition to those The associative connections between nodes can
noted above—that they involve knowledge rep- be semantically meaningful (e.g., Node X is
resentations in memory of external phenomena subordinate to Node Y, such as Bird has Feath-
and that they have predictive power. The pri- ers) but are often framed in terms of general
mary mechanism of prediction in mental mod- relatedness (Node X is highly related to Node
els is generally thought to be mental simulation Y). The structure of a mental model provides the
(Gentner, 2002). Mental simulation involves foundation from which behaviors with a system
completing a series of actions in working mem- arise. Mental simulations and predictions rest
ory often in a visual format (Landriscina, 2013). upon the underlying model content and structure
Simulating a model allows the individual to (Jones, Ross, Lynam, Perez, & Leitch, 2011;
predict future states of a system, which can alter Wilson & Rutherford, 1989). The organization
Mental Models: Structure and Experience 271

provided by a mental model structure is not only With the focus on different stages of mental
used for mental simulation and prediction, model development has come an interest in
though. It has been demonstrated that knowl- comparison of the mental models of novices and
edge that is organized is easier to recall than experts. Researchers have proposed a number of
unorganized knowledge (Cooke, Durso, & characteristics that are identified with mental
­Schvanevedlt, 1986; Tulving, 1962). This is con- model structures at different levels of experience
sistent with spreading activation theory as pre- with a system or domain, as can be seen in Table
sented in the seminal work of Collins and Loftus 1. In addition, greater similarity of mental model
(1975) and Quillian (1966). Mental model struc- structure of a novice and that of an expert is
tures both facilitate mental simulation and aid in related to an improvement in the novice’s per-
recall of declarative knowledge. However, in formance (Day, Arthur, & Gettman, 2001;
order to fully understand mental model structure, ­Goldsmith, Johnson, & Acton, 1991; Kraiger,
it is necessary to also examine how structures are Salas, & Cannon-Bowers, 1995).
modified and developed over time. Table 1 provides a summary of relevant liter-
ature related to the novice and expert stages of
Model construction and development. Stud- mental model development. Much of the
ies of people in the process of developing men- research has been performed in only a few
tal models have allowed researchers to begin to domains such as computer-science-related expe-
understand the mental model construction pro- rience (e.g., Cooke & Schvaneveldt, 1988;
cess (Mayer et al., 2002; Katzeff, 1990; Savage- ­Gillan et al., 1992; Kay & Black, 1984; Zielin-
Knepshield, 2001). Early versions of the model ska et al., 2015) and education (e.g., Bradley
are often based on previously developed models et al., 2006). The nature of the domains could
of similar phenomena (Cool, Park, Belkin, limit or shape how model structures are devel-
Koenemann, & Ng, 1996; Marchionini, 1989; oped in a way that is not generalizable to other
Savage-Knepshield, 2001). People also make domains with different types of content. In addi-
full use of new system features by recognizing tion, many of the analyses of mental model char-
the need to manipulate an existing model or cre- acteristics, such as subnetwork-based and natural-
ate a new model, when the current model is language-based structures, are made without
insufficient, by assimilating new information any accompanying inferential statistical analysis
into an existing model, eliminating old informa- (e.g., Cooke & Schvaneveldt, 1988; Gillan et al.,
tion, and adjusting existing information (Zhang, 1992; Graham et al., 2006). The lack of inferen-
2009). tial statistics weakens the claims that can be
A second finding derived from the observa- made about mental model structural differences.
tion of people developing mental models is that Lastly, with regards to model structures at differ-
constructing a mental model often involves mul- ent levels of system or domain experience, the
tiple stages. For example, Mayer et al. (2002) literature rarely investigates beyond the simple
proposed (a) a first stage, which involves identi- expert-novice distinction. There is little exami-
fying each component of the system including nation of mental model structures at finer grains
all of the possible states that each component of experience. As a consequence, we lack a more
can take independently of other components, complete understanding of how mental model
and (b) a second stage, in which the components structures develop over time and with experi-
are integrated into a model on the basis of the ence. The current research sought to examine
causal relationships among model components, mental model structures in a context that differs
including how each component interacts with from those typically studied and at more than
other components. Katzeff (1990) proposed that two levels of experience. The typical areas of
mental model construction consists of three study mentioned earlier of computer-science-
phases: construction, testing, and running. These related activities and training are well-defined
phases represent the mental model being cre- domains that offer mostly structured learning
ated, edited, and used for prediction and mental that is not typically social in nature. It could be
simulation, respectively. beneficial to extend research to a domain with
272 December 2018 - Journal of Cognitive Engineering and Decision Making

Table 1: Mental Model Structural Characteristics by Experience

Characteristic Low Experience High Experience References

Level of Associations are based Associations are based on Bradley, Paul, &
abstraction on surface features and conceptual features and Seeman, 2006;
concentrated around based around abstract Graham, Zheng, &
concrete objects. concepts. Gonzalez, 2006
Density Networks contain fewer links Networks contain more links Bradley et al., 2006;
compared to those with compared to those with Zielinska, Welk,
more experience. less experience. Mayhorn, & Murphy-
Hill, 2015
Centralization Subnetworks of concepts are Subnetworks are more Gillan, Breedin, &
less common and make up common and take up a Cooke, 1992
less of the overall network. substantial amount of the
network.
Semantic Associations are made based Associations are made based Cooke & Schvaneveldt,
on meanings of words in on meanings of words 1988; Sebrechts
natural language instead of in the language of the et al., 1983
domain language. domain.
Procedural Associations are not based Subgroups and associations Kay & Black, 1984
on concepts frequently are often based
used together in on frequently used
procedures. procedures.

other characteristics, such as video games. Video Consumers in the United States alone spent more
games differ from these domains in that they than $25 billion on video games in 2014.
contain both structured (e.g., tutorials) and In addition to their influence in the consumer
unstructured (e.g., unguided exploration) learn- entertainment industry, video games have been
ing. Video games can also be played socially and used for educational purposes (Papastergiou,
competitively. These are some ways in which 2009), training of complex skills (Gopher, Well,
video game play differs from text editing (Kay & Bareket, 1994; Schlickum, Hedman, Enochs-
& Black, 1984), computer programming (Cooke son, Kjellin, & Felländer-Tsai, 2009), improve-
& Schvaneveldt, 1988), and instructional train- ment of cognitive ability (Feng, Spence, & Pratt,
ing (Bradley et al., 2006), for example. 2007; Green & Bavelier, 2007; Li, Polat,
­Makous, & Bavelier, 2009), and rehabilitation
Mental models of video games. Video games of physical and mental disabilities (Deutsch
have advanced rapidly in recent decades and are et al., 2011; Larose, Gagnon, Ferland, & Pépin,
a pervasive source of entertainment in modern 1989; Rand, Kizony, & Weiss, 2008). Video
society, with an estimated 155 million gamers in games designed or augmented for educational
the United States and four out of every five purposes, that is, serious games, have shown
households containing at least one member who some advantages to traditional instruction meth-
plays video games (Electronic Software Associa- ods for engendering learning (Wouters, Van
tion, 2015). Many of those who play video games Nimwegen, Van Oostendorp, & Van Der Spek,
do so regularly: 42% of Americans play at least 3 2013). The complexity of and learning the skill
hours per week (Electronic Software Associa- development supported by video game play are
tion, 2015). People spend less time engaging likely major contributors in the rise of video
with other sources of entertainment, such as game popularity in various research and educa-
television, as video games rise in popularity. tional domains. Given the propensity of video
Mental Models: Structure and Experience 273

games to produce declarative learning and pro- could be categorized as being built around phys-
cedural skill acquisition (Anderson, 1983; Gee, ical features. As model structures changed over
2003), it should be expected that they also pro- time, though, they did not follow the author’s
duce an underlying mental model. hypothesis and produced a variety of structure
Video games offer a potentially productive types, some of which could not be categorized.
domain of research for mental model theory. This line of exploratory research sets the ground
Playing complex video games requires learning work for research into how additional time spent
and using both declarative and procedural playing a video game alters mental model struc-
knowledge. Additionally, individuals who play ture. Additionally, Graham et al. (2006) limited
multiple video games must engage in the trans- their study to the structure and organization of
fer of mental models from one game to another. mental model content while ignoring the amount
Research has shown that effortful processing of content. In addition to measuring how experi-
can alter how easily information is learned encing a video game alters model structure,
(Hasher & Zacks, 1979). Video games have been effects on the amount of content should also be
shown to be particularly motivating, especially examined.
within the framework of Self-­ Determination
Theory (Ryan, Rigby, & Przybylski, 2006). Research Questions
Given the motivational nature of video games, it
The development of mental models in video
is reasonable to think that video games encour-
games is an important area of research, both the-
age players to engage in effortful processing
oretically and practically, which has been under-
more often than with many other technologies.
explored. The current research was designed to
The mental model structures of video game
investigate the relation between specific charac-
players should reflect this. Model structures
teristics of mental model structures at multiple
might be more complex, rich, stable, or opti-
levels of experience. Additionally, the domain
mized due to the increase in effortful processing
of video games has been left largely untouched
and time spent learning, although the relation-
but presents a profitable area of research for
ship between mental model development and
mental model theory. The current research con-
other aspects of skill development is unclear.
ducted a study that examined the following
Lastly, the large range in time spent playing
broad research question: How do mental model
video games (Electronic Software Association,
structures differ across three levels of experi-
2015) is likely to result in a wide range of mental
ence playing a video game?
models, from those with almost no experience to
those who have spent thousands of hours engag-
ing in game play. This provides researchers with Method
a potentially large, naturally occurring pool of The current research consisted of a prelimi-
participants with mental models that vary by nary study and a main study. The preliminary
stages based on different amounts of experience. study determined the materials needed for the
Unfortunately, little research has focused on main study. Associations between concepts in
the development of mental models during video a mental model structure can be measured by
game play. In one exception, Graham et al. presenting all possible pairs of words from a
(2006) performed a pilot study examining how list and requiring participants to conduct ratings
mental models of participants playing a real- of relatedness or similarity on a numerical scale
time strategy video game changed over time. (e.g., Cooke et al., 1986; Cooke & ­Schvaneveldt,
They posited that novice players would con- 1988; Goldsmith et al., 1991; Kraiger et al.,
struct models of video game elements based on 1995). This study used relatedness ratings to
the physical features perceived and that over measure mental model structure in this way.
time the model would develop into a structure However, prior to the presentation of relatedness
based on object function. Although there was a ratings, a list of concepts needed to be generated
limited sample of five participants, they found that could be compared. Goldsmith and Kraiger
that at least some of the initial model structures (1997) detailed one process for generating a list
274 December 2018 - Journal of Cognitive Engineering and Decision Making

Table 2: Characteristics of Interview Participants

Participant ID Gender Age Hours Played per Week Total Hours Played

1 Male 21 40 1,300
2 Male 21 20 384
3 Male 24 8 100
4 Male 20 20 3,500

Note. Data concerning the number of hours played per week and in total are estimates for time spent playing the
video game League of Legends.

of concepts. The primary methods by which a •• estimated hours per week spent playing League of
list can be generated are (a) examining related Legends, and
source materials (e.g., training manuals) and •• estimated total hours spent playing League of Leg-
(b) interviewing domain experts or those with ends.
extensive experience. Given the lack of previ-
ous research in the domain, as well as the lack The questionnaire also included two inter-
of sophisticated instructional materials, the cur- view items. The interview items (a) asked
rent research used the interview method to elicit participants to engage in a concept listing task
a list of concepts related to a video game. Due wherein they listed as many terms related to
to the difficulty of defining and finding experts, the video game League of Legends as they
though, the interview method was conducted could in a 5-minute time frame and (b) asked
with participants of varying experience levels. participants to indicate which of the listed
terms are related or often used together when
Preliminary Study accomplishing goals in the game. The video
For the preliminary study, four participants game that was used for both the preliminary
took part. The ages of participants spanned from study and the main study was League of Leg-
20–24 years (M = 21.5, SD = 1.7, male = 4, ends. League of Legends is currently the most
female = 0). The Electronic Software Associa- popular online video game with over 67 mil-
tion (2015) reported that the most frequent game lion players every month and over 27 million
players who played socially spent an average of players every day according to publisher Riot
6.5 hours per week playing with other people, Games (“Our Games,” n.d.). In addition to its
including online play. People who spent on aver- widespread appeal, it also fosters one of the
age at least 6 hours per week playing the chosen most active professional gaming communities.
video game League of Legends, which will be League of Legends is an online team-based
described in the next section, were deemed eli- arena game in which players assume the role of
gible to participate. Although 6 hours per week a character matched with a team of players and
was the minimum requirement for eligibility, pitted against another set of human-controlled
most participants far exceeded this requirement, characters. All characters have a unique set of
as is indicated in Table 2. The sample was a con- abilities that players use to destroy the oppo-
venience sample. Participants were approached nents’ units and structures. Players are able to
by the experimenter and asked to participate in choose a new character for each game session.
the study. Participants were not compensated for The popularity, complexity, and diversity of
taking part in this portion of the study. player experience made the game an excellent
A paper questionnaire was used to record the fit for the goals of the present study. Partici-
following demographic information: pants were greeted and given the demographic
portion of the questionnaire. The preliminary
•• gender study resulted in a large list of 143 concepts
•• age that could be used for the main study.
Mental Models: Structure and Experience 275

Main Study Design. A cross-sectional design was imple-


Pathfinder. Prior to analyzing mental model mented. A cross-sectional design collects data
structures, these structures need to be repre- from a sample of individuals in a population at
sented in a meaningful way. Mental model a single point in time and allows different por-
structures can be represented as Pathfinder net- tions of the sample to be compared. The cross-
works. Pathfinder analysis uses a dissimilarity sectional design of the study did pose a
matrix as an input and provides a network rep- limitation in that longitudinal changes in mental
resentation of the matrix data as an output. models could not be directly observed. How-
Pathfinder networks contain three central fea- ever, this design did allow a diversity of mental
tures: nodes, links, and link weights. Nodes are models to be examined simultaneously.
input terms or objects. Links are weighted paths Independent variables. The independent
between nodes that represent a meaningful con- variable was considered the amount of experi-
nection. Link weights, which are often hidden ence participants had with League of Legends.
in the graphical representation, indicate the The independent variable contained three levels
strength of the connection (i.e., link) between of experience (low, medium, high). Participants
two nodes. The Pathfinder analysis eliminates were split into three groups of experience based
links between pairs of nodes until the only on the number of total hours that they indicated
remaining links are those that represent the they had played League of Legends (low =
strongest connections between nodes. This is 1–100 hours, medium = 101–1,000 hours,
accomplished by using a triangular inequality high = 1,001 or more hours). These thresholds
theorem method such that if the link between resulted in a relatively balanced split of low
any two nodes is weaker than some other path (n = 40), medium (n = 52), and high (n = 66)
of links that connects those two nodes, that link experience groups. Establishing experience
is eliminated. Thus, a Pathfinder network repre- thresholds to create groups has been utilized in
sents the most meaningful links between nodes prior mental model research (e.g., Cooke &
given the parameter settings. There are two pri- Schvaneveldt, 1988). Due to the cross-sectional
mary parameter settings, which act as con- design, participants could not be randomly
straints on the network. The q parameter assigned to groups but rather were grouped
determines the maximum number of links that based on their current experience. Age and gen-
are allowed in a path of links, such as to limit to der were examined to take note of any grouping
maximum length of a path. The Minkowski r bias. A one-way between-subjects ANOVA
distance parameter determines how path revealed that the effect of age was significant
weights are calculated. The most common F(2, 155) = 7.79, p < .001, η2 = .09. A Fisher’s
parameter settings for similarity data, and those LSD post hoc test revealed participants in the
that were used in this study, are q = n – 1, r = ∞. high experience group (M = 37.08, SD = 7.28)
More details on the Pathfinder algorithm can be were significantly older in age than those in the
found in Schvaneveldt, Durso, and Dearholt low experience group (M = 31, SD = 7.97) (p <
(1989). Pathfinder networks have been shown .05), but no effect was detected for the medium
to be a valid method of representing mental experience group (M = 34.77, SD = 7.95). A chi-
model structures (Day et al., 2001; Goldsmith square test of independence revealed that there
et al., 1991) and, in some cases, have even been was no significant effect of gender between
demonstrated to be more valid than the raw data groups, χ2(2, n = 158) = 1.29, p = .53.
itself (Cooke et al., 1986).
Dependent variables. The primary depen-
Objectives. This study sought to compare dent variable of interest was relatedness rating
mental model structures of League of Legends responses. The questionnaire used in this study
players of varying levels of experience. More contained a set of relatedness ratings based on a
specifically, this study aimed to compare these list of concepts derived from the preliminary
structures by eliciting and analyzing their dis- study. From the large list of concepts that were
tinctive structural characteristics using Path- generated in the preliminary study, 20 were
finder analysis. chosen for relatedness rating comparisons. Two
276 December 2018 - Journal of Cognitive Engineering and Decision Making

judges, who had some expertise in research around abstract connections (e.g., ideas, strate-
methods and cognitive psychology, categorized gies) was operationalized as the proportion of
all concepts into two groups: abstract (e.g., links in a Pathfinder network where at least one
ideas, strategies) and concrete (e.g., objects). of the nodes connected to a link was categorized
Interrater agreement was 76%. For the categori- as abstract. This is similar to how Bradley et al.
zations on which experimenters agreed (which (2006) operationalized abstract structures. Men-
were the only ones eligible for the final list), 25 tal model structural density was considered the
concepts were categorized as concrete and 84 as total number of links in a given Pathfinder net-
abstract. The experimenter then chose 10 terms work. This method is similar to how Zielinska
that were categorized as abstract and 10 that et al. (2015) and Bradley et al. (2006) compared
were categorized as concrete, resulting in a list Pathfinder networks. The degree to which struc-
of 20 concepts. Concepts were chosen in part tures were organized around semantics, the
based on the frequency with which they were meaning of words in natural language as opposed
listed. For example, if two concepts were being to the language of a domain, was determined by
compared, other factors being held equal, fre- a two-step process. First, two judges, who were
quency acted as a tiebreaker and the concept doctoral graduate students in an applied cogni-
that was written down by more participants was tive psychology program at North Carolina State
selected. Experimenters also attempted to select University, categorized all 190 pairs of concepts
a wide range of concepts that addressed differ- as being related based on semantics in natural
ent aspects of the game, based on their judge- language or domain language. Judges were able
ment. Prior to conducting the ratings, to reconcile all discrepancies in order to estab-
participants were shown the 20 individual con- lish 100% interrater agreement. These links
cepts that they would subsequently compare. were then counted in all individual Pathfinder
This is important as it provides a contextual networks, and the proportion of network con-
frame of reference for making meaningful com- nections that were categorized as natural
parisons (Clariana, 2010; Cooke & Schvanev- language-­based was determined. Participants in
edlt, 1988). Goldsmith and Kraiger (1997) the preliminary study identified procedurally
indicated that more concepts are generally asso- related concepts (e.g., steps/strategies taken to
ciated with higher validity and that their accomplish a goal). Each pair of connected con-
research has typically included at least 20 con- cepts that were identified as being procedurally
cepts. Ratings of the pairs of concepts used a related were counted in all networks and the pro-
scale of 1 (high unrelated) to 9 (highly related). portion of connections in a network that were
In order to ensure that participants were com- procedurally related indicated how procedurally
pleting relatedness ratings correctly, they were based a network was. Lastly, the extent to which
given initial practice trials and an attention mental model structures were organized with
check trial. The practice trials consisted of four central nodes and subnetworks was operational-
relatedness rating items where the terms were ized. This study used a modified version of the
common kitchen items (e.g., spoon and pot). criteria for central nodes and subnetworks found
The attention check trial was a single related- in Gillan et al. (1992). A subnetwork was
ness rating item that consisted of a repeated counted if a combination of links in a Pathfinder
item from the set of 190 pairs of terms and was network met the following conditions:
presented as the final trial (although partici-
pants were unaware that this was the final trial). 1. a series of nodes that begins and ends with the
Relatedness rating responses were used as the same node,
inputs for Pathfinder analyses that provided a 2. all nodes in the network connect to at least two
representation of mental model structure. Each other nodes in the network,
of the structural characteristics identified earlier 3. at least half of the nodes in the network connect to
were operationalized so that they could be ana- at least three other nodes in the network,
lyzed within Pathfinder networks. The degree to 4. no node in the series is separated by more than
which mental model structures were organized two links,
Mental Models: Structure and Experience 277

5. a series of nodes is not considered a subnetwork if Apparatus. Consent forms were developed
it contains half or more of the nodes in the entire for both forum and Mechanical Turk partici-
network (i.e., 10 or more), and pants and were distributed to participants at the
6. a series of nodes is not considered a subnetwork start of each session. An online questionnaire
if the network would contain more than five sub- was developed that was used to collect all of the
networks. data in the study. A demographic questionnaire
was also used to collect the same information
These criteria were intended to identify small collected in the preliminary study.
neighborhoods of tightly interconnected links
that could be considered a subnetwork of links. Procedure. Participants were first asked to
Using these criteria helped ensure that only sets read and agree to a consent form. Participants
of links that met our definition of a subnetwork then completed the demographics question-
would be counted. A central node was consid- naire. Next, participants completed the related-
ered a node with at least three links that was not ness ratings portion of the questionnaire, which
part of a subnetwork. Subnetworks and central included the practice trials, full set of random-
nodes were counted for all individual Pathfinder ized relatedness rating items, and attention
networks. check trial. Lastly, the Mechanical Turk partici-
Participants also rated their experience with pants were given a code to enter in order to
games in the same genre as League of Legends, receive compensation, and forum participants
multiplayer online battle arenas (MOBAs), on a were given the opportunity to enter an email
scale of 1 (no experience) to 5 (high experience). address into the raffle. This procedure was part
This measure was taken to ensure that prior of a larger study that included other survey
experience with similar games would not influ- items that are not reported here.
ence ratings more for one level of experience Data analysis and hypothesis. A one-way
than another. multivariate analysis of variance (MANOVA)
Participants. One hundred and sixty par- was conducted in order to examine any differ-
ticipants took part in the study. Two partici- ences between experience groups (low, medium,
pants’ data were not included in the analysis high) or the dependent variables described
because practice trials and the attention check above. A MANOVA was chosen in order to
indicated that their data were not valid. The protect against the inflation of Type 1 error
remaining 158 participants (male = 133, associated with multiple ANOVA follow-up
female = 25) that participated in the study comparisons (Cramer & Bock, 1966). The anal-
ranged in age from 18 to 80 years (M = 34.8, ysis was aimed at answering the following
SD = 8). Participants were individuals with at hypothesis: There are one or more mean differ-
least some experience playing League of Leg- ences between experience levels (low, medium,
ends. The average estimated total number of high) or the dependent variables: percentage of
hours of experience that participants had play- abstract connections, total number of links, per-
ing League of Legends was 1,423 (SD = 1,810). centage of natural-language-based connections,
The estimated average number of hours per number of central nodes, number of subnet-
week spent playing was 11.9 (SD = 14.16). works, and percentage of procedurally based
Participants were recruited through two meth- connections.
ods including internet forums and Amazon’s
Mechanical Turk. Those who participated
Results
were compensated $4 for participating in the
study on Mechanical Turk. Participants who Video Game Experience
took part in the study through internet forums As mentioned previously, participants indi-
were given the opportunity to enter a raffle cated the extent of their experience with video
for one of three $25 Amazon gift cards. Par- games that are similar to League of Legends
ticipants were required to be at least 18 years (i.e., MOBAs). A one-way between-subjects
old to participate. ANOVA revealed that there were no significant
278 December 2018 - Journal of Cognitive Engineering and Decision Making

differences in prior MOBA experience between The mean proportion of abstract links and the
experience levels (low, medium, high), F(2, number of subnetworks were markedly higher
155) = .73, p = .48. Relatedness ratings between in the higher experience group than the low and
terms were used as the matrix inputs for a medium experience groups. The mean propor-
Pathfinder analysis. Pathfinder networks were tion of procedural links revealed a step-like
generated for each individual participant’s data. pattern whereby each experience group had a
Additionally, mean aggregate Pathfinder net- higher proportion of procedural connections,
works were generated (see Figure 1). ascending from the low experience group to
Each Pathfinder network has an associated the high experience group. There was also a
coherence value. The coherence statistic mea- slightly lower number of total links for the high
sures the extent to which the network is inter- experience group, whereas the number of cen-
nally consistent. A network with a low internal tral nodes revealed no clear differences between
consistency suggests that the pairwise inputs groups.
(i.e., relatedness ratings) were not reliably A one-way MANOVA was conducted in
obtained. Although there is no generally order to examine any differences between expe-
accepted threshold for internal consistency, the rience groups (low, medium, high) for the vari-
creators of the Pathfinder software used in this ous structural characteristics. A statistically sig-
study suggest that a coherence of less than .15 nificant overall MANOVA effect was found,
indicates a network with low internal consis- Wilks’ Lambda = .63, F(12, 300) = 6.53, p <
tency (Pathfinder Networks, n.d.). Coherences .001, partial η2 = .21, indicating a difference in
for the low, medium, and high experience structural characteristics between experience
groups’ mean aggregate networks were .4, .38, levels. Before follow-up ANOVAs were con-
and .46, respectively. Additionally, the mean ducted, homogeneity of variance was tested
coherences for each individual’s network in the using Levene’s F test at p < .001 for all depen-
low, medium, and high groups were .24, .33, and dent variables. Homogeneity of variance was
.37, respectively. All of these coherences exceed considered satisfied for all variables. As can be
.15, and the trend for the individual networks seen in Table 3, ANOVAs were found to be sta-
follows what was to be expected, that networks tistically significant for percentage of natural
are more coherent for individuals who have language-based connections, F(2, 155) = 6.72,
more experience. Additionally, individual relat- p = .002, η2 = .08; percentage of abstract connec-
edness ratings generated from Mechanical Turk tions, F(2, 155) = 8.2, p < .001, η2 = .1; percent-
participants correlated with those generated by age of procedural connections, F(2, 155) =
forum participants at r = .86, supporting the 16.98, p < .001, η2 = .18; and number of subnet-
notion that participants recruited from different works, F(2, 155) = 10.34, p < .001, η2 = .12.
sources did not produce substantially different ANOVAs were not found to be statistically sig-
relatedness ratings. nificant for total number of links, F(2, 155) =
1.02, p = .36, η2 = .01, and number of central
nodes, F(2, 155) = .18, p = .84, η2 = .002.
Mental Model Structural Characteristics A series of post hoc analyses using Fisher’s
Means were examined at the descriptive LSD were conducted in order to examine differ-
level for each of the structural characteris- ences between individual experience groups and
tics across the three experience groups (see the dependent variables for the significant uni-
Figure 2). A descriptive examination, prior to variate tests. Post hoc analysis found that Path-
any significance testing, of means revealed finder networks of participants in the low experi-
noticeable differences between groups that were ence group (M = .21, SD = .06) were found to
more prominent for some variables than others. have a greater percentage of natural-language-
Descriptive statistics also showed the mean pro- based connections than in the medium (M = .18,
portion of natural-language-based connections SD = .05, p = .003) and the high (M = .18, SD =
was higher for the low experience group than .04) experience groups (p = .001). Results also
for the medium and high experience groups. indicated that participants in the high experience
Mental Models: Structure and Experience 279

Figure 1. Aggregate Pathfinder networks for each level of experience. Descending: high experience, medium
experience, low experience.
280 December 2018 - Journal of Cognitive Engineering and Decision Making

Figure 2. Bar charts displaying means for each structural characteristic measurement for each experience
group. Error bars represent standard errors.

Table 3: Structural Characteristics—Follow-Up Univariate Results

IV DV SS df MS F p Partial η²

Experience % natural language .032 2 .016 6.72 .002 .08


levels Density 1499.88 2 749.94 1.02 .36 .01
% abstract .066 2 .033 8.2 <.001 .1
% procedural .346 2 .173 16.98 <.001 .18
Central nodes .95 2 .475 .18 .84 .002
Subnetworks 53.97 2 26.98 10.34 <.001 .12

group (M = .82, SD = .06) had a greater percent- Participants in the high experience group (M =
age of abstract connections than in the low (M = .43, SD = .1) were found to have a greater per-
.77, SD = .07, p < .001) and medium (M = .79, centage of procedurally based connections than
SD = .06, p = .008) experience groups. the low (M = .31, SD = .11, p < .001) and the
Mental Models: Structure and Experience 281

medium (M = .38, SD = .1, p = .007) experience differences in knowledge organization, rather


groups, while participants in the medium experi- than amount of content, would leave densities
ence group were found to have a greater percent- equal. This latter explanation sufficiently
age than the low experience group (p = .002). accounts for the results found in this study that
Lastly, participants in the high experience group densities did not differ between experience lev-
(M = 2.5, SD = 1.7) were found to have more sub- els. Gillan et al. (1992) suggested that central
networks than in the low (M = 1.3, SD = 1.5, p = nodes represent important concepts that link
.001) and the medium (M = 1.2, SD = 1.5) experi- many aspects of the structure together. It may be
ence groups (p < .001). true, similar to the case of structural density, that
more experienced individuals have undergone
Discussion central node change that is not additive but
rather the simple replacement of central nodes.
Differences in Mental Model Structures This would result in mental model structures
The primary aim of this study was to assess if with equal numbers of central nodes between
and how mental model structures differ between experience levels and thus account for the results
multiple levels of experience. The study found of this study that experience groups did not dif-
that some structural characteristics systemati- fer in the number of central nodes.
cally differed between three levels of experience The current study found differences in the
with the video game used in this study. Each of semantic relations in mental model structures,
these structural characteristics were drawn from with the least experienced group having more
the literature and had received some degree of links to natural language concepts than did the
empirical support. As this study used a cross- medium and high experience groups. Individu-
sectional design methodology, it is not equipped als approach a system or domain utilizing exist-
to directly address issues of mental model ing mental models of language (Gentner, 2002).
change over time but rather to identify group dif- As individuals discover mismatches between
ferences. However, differences between groups their mental models of terms and phrases and
categorized on the basis of a temporal measure those in the novel system or domain, they are
such as degrees of ­experience can be accounted likely to adapt existing models or create new
for by developmental explanations and theories. models for a novel use of language (Cool et al.,
Therefore, many of the explanations posited 1996; Marchionini, 1989). Language, both spo-
here account for the group differences found ken and written, is a fundamental means of com-
in this study by appealing to theories of mental munication in many domains and systems that
model development. Additionally, as mentioned individuals encounter frequently. Therefore, it is
earlier, research has established Pathfinder as plausible that individuals encounter and react to
a valid method of representing mental model any mismatches between mental and system
structures and thus conclusions about such models relatively quickly, resulting in a sharp
structures can be drawn from Pathfinder net- decrease in natural-language-based connections,
works (Cooke et al., 1986; Day et al., 2001; which reaches an asymptote early in experience.
Goldsmith et al., 1991). This section interprets This could explain our results showing that the
the findings of this study related to each of the lower experienced group had more links to natu-
mental model structural characteristics exam- ral language concepts than the two other experi-
ined in this study. ence groups. If mismatches are discovered early
Several researchers have suggested that in experience, then we would not expect to find
expert mental model structures are denser (i.e., many differences between the medium and high
contain more connections) than those of novices experience groups.
(Bradley et al., 2006; Koponen & Pekhonen, Kay and Black (1984) proposed that proce-
2010). Bradley et al. (2006) suggested that durally based mental model structures might
experts may have mental model structures con- represent the formation of memory around fre-
taining more connections than novices due to quently performed tasks. In the context of
their increased domain knowledge. However, spreading activation theory (Anderson, 1983),
282 December 2018 - Journal of Cognitive Engineering and Decision Making

objects and concepts that are present in the envi- Although this latter explanation may not suffi-
ronment or in working memory during fre- ciently explain the findings of this study, the
quently performed tasks have the connections interpretation of Graham et al. (2006) provides a
between their associated nodes strengthened starting point. The findings of the present study
each time the task is performed (or even men- indicate that the low and medium experience
tally simulated). Humans often quickly learn a groups were comparable in the number of
solution and use that solution repeatedly to per- abstract connections in their knowledge net-
form tasks and solve problems (Luchins, 1942; works, and both had fewer abstract connections
Schwartz et al., 2002). Given the propensity for than the high experience group. This difference
humans to perform the same tasks frequently, could be due to a developmental pattern. Func-
the nodes associated with the repeated task tional concepts, as pointed out by Graham et al.
would be likely to become associated early in (2006), require knowledge gained after repeated
the development of a mental model structure. exposure and interaction. Surface features of
Over time, especially in a competitive domain objects, such as appearance, are readily available
such as League of Legends, individuals encoun- and can be quickly encoded. It may be the case
ter more advanced problems to solve and, conse- that individuals first encode surface features of
quently, learn novel procedures to accomplish objects, encode isolated functional operations,
these more complex goals. This would account and then finally encode associations between dif-
for the results of the present study, which sug- ferent objects, concepts, and functions. This is
gest that the proportion of procedural connec- consistent with the two-stage theory of mental
tions in mental models is higher at each level of model construction posited by Mayer et al.
experience. Anderson’s (1983) Adaptive Con- (2002). The encoding of object functions and
trol of Thought–Rational (ACT-R) model also subsequent associations between different func-
supports the notion that declarative knowledge tions could take considerable time and effort rel-
can be proceduralized over time with repetition ative to encoding readily apparent surface fea-
or practice. Individuals continuously discover tures. If this is the case, then low and medium
procedures that accomplish desired goals and levels of experience would be expected to be
repeatedly perform those procedures while similar in this aspect of their mental models.
simultaneously organizing the associated mental Gillan et al. (1992) suggested that mental
model structure around procedural connections. model subnetworks aid in the recall of a set of
Previous research has indicated that an memory chunks for a given context. Initially it
increase in domain experience is associated with might seem surprising that differences in proce-
an increase in the extent to which mental model durally related connections were found between
structures are based around abstract concepts. low and medium experience groups, whereas
Graham et al. (2006) posited that inexperienced differences in subnetworks were found only
individuals first encode aspects of a system based between medium and high experience groups.
on the information that is most readily available Procedurally organized sets of concepts are
(i.e., surface features). More experienced indi- likely reinforced through repetition, and small
viduals are able to, over time, encode and orga- sets of procedurally related concepts would
nize the functional purposes of various concepts appear to constitute a subnetwork. The primary
and objects. Of course, the extent to which the difference between a string of procedurally
system allows the user to easily perceive its fea- related concepts, such as a script, and a subnet-
tures and achieve goals within it, what Norman work is that such a string is linear, but a subnet-
and Draper (1986) called the gulfs of evaluation work contains a large degree of nonlinear con-
and execution, could also factor into how easily nectivity (Gillan et al., 1992). This added struc-
functions are learned. Functional purposes are tural complexity requires interconnections of
often, by their very nature, conceptual or abstract. concepts beyond those found in a linear script
Bradley et al. (2006) suggested that this experi- (e.g., abstract connections) in order to establish
ential difference in structure abstraction is due a truly interconnected subnetwork of concepts.
to experts organizing knowledge differently. Based on this account, the increase in the number
Mental Models: Structure and Experience 283

of subnetworks would be most pronounced for (1977). In our three-stage model, there are a
those with higher levels of experience. Addition- higher number of procedural connections for
ally, it could be that some subnetworks begin to those individuals who have more experience.
form because the mental model is constructed This is to be expected in a dual-processing
around a new understanding of abstract con- approach to skill development as information
cepts. For example, several concepts might processing shifts from controlled to automatic
become interrelated (i.e., a subnetwork) because and rule-based procedural knowledge increases
they are all part of a new abstract category. with experience (Anderson, 1983; Kahneman,
2011; Shiffrin & Schneider, 1977).
Three-Stage Theory of Mental Model
Construction
The results discussed in the previous sec- Applied Implications
tion indicate differences in how mental model Training. There is ample evidence that men-
structures are organized across individuals of tal model structures can be used to both design
different experience levels. As mentioned pre- and assess the effectiveness of skill training and
viously, the design of this study does not lend education programs (Day et al., 2001; ­Goldsmith
itself to direct claims about longitudinal change. & Kraiger, 1997; Stout, Salas, & Kraiger, 1997;
However, a developmental theory can plausibly Trumpower & Sarwar, 2010; Trumpower, Shar-
explain the cross-sectional group differences ara, & Goldsmith, 2010; Upchurch, 2013).
found in this study. Based on the differences However, Cooke and Schvaneveldt (1988) pro-
discussed in the previous section, a three-stage posed that, in order to effectively use mental
model of mental model structure development model structures in the design and execution of
is proposed (see Figure 3). Stage 1, in which training programs, structural signifiers of exper-
individuals have low experience with a system tise need to first be identified. These signifiers
or domain, is characterized by a low proportion are components of mental model structures that
of procedural connections and abstract connec- denote expertise and thus can be used to inform
tions and few subnetworks but a high number of the design of training regimens. Research on the
natural language connections. Stage 2, in which use of mental model structures in training often
individuals have a medium amount of experi- uses overall measures of Pathfinder network
ence, is characterized by a high proportion of similarity as a signifier (i.e., the similarity
procedural connections but a low proportion between expert and novice networks). The use
of natural language connections and abstract of mental model structures at a finer grain could
connections and few subnetworks. Lastly, Stage provide additional utility for formative uses
3, in which individuals have a high amount of such as training design. The structural charac-
experience, is characterized by an even higher teristics of mental models discussed in the pres-
proportion of procedural connections, a high ent research represent possible signifiers of
proportion of abstract connections, and a high expertise that transcend the holistic nature of
number of subnetworks but a low proportion of the expert-novice network similarity approach.
natural language connections. The three-stage approach outlined earlier pro-
This model is not in competition with the vides a framework that suggests temporal pri-
models of mental model development discussed orities for training with regards to mental model
earlier, such as the two-stage model of Mayer structural characteristics. This is to say, in using
et al. (2002), Zhang’s (2009) model, and the three-stage approach, training program
Katzeff’s (1990) model, but rather complements design can be informed both by specific struc-
them by positing specific structural changes that tural signifiers of expertise and also by when
occur during mental model construction. Addi- these signifiers appear in a structural develop-
tionally, this model is consistent with skill devel- ment timeline. For example, a training program
opment models of automatic and controlled might expose trainees to domain language dur-
processing as proposed by Anderson (1983),
­ ing early training sessions while addressing
­Kahneman (2011), and Shiffrin and Schneider abstract concepts in later training sessions,
284 December 2018 - Journal of Cognitive Engineering and Decision Making

Figure 3. Three-stage model of mental model structure development. The three blocks represent three stages
of experience with a system or domain. Block text indicates structural characteristics that are found in low
degrees, high degrees, or very high degrees.

consistent with both the structural characteris- League of Legends is characterized by spe-
tics and temporal order identified in the three- cific aspects that should be considered when
stage model. applying the results of the present study.
Mental Models: Structure and Experience 285

Although these results may generalize to many rect measure of mental model structure. Future
types of tasks, the recommendations provided research using alternate methods of eliciting
here are likely to be most effective for tasks that mental model structures would prove valuable
share key similarities with League of Legends. in testing the three-stage model presented here.
Training programs most likely to benefit from Although a general model of mental model struc-
these recommendations are those for which tural development is proposed here, a few areas
tasks are team-based, involve interpersonal of concern suggest limitations to the research.
communication, encourage competition, and The present study was a cross-sectional design
require problem solving for both open-ended and thus cannot make direct claims about intra-
and narrowly defined problems, among other individual change. The three developmental
potential factors. stages we propose in our model, for example,
were not directly observed but rather were
Game design. Just as mental model struc-
proposed to explain our cross-­ sectional find-
tural characteristics can be applied to training
ings. Therefore, longitudinal research should
programs, they can also be applied to video
be performed to further establish the proposed
game design. Graham et al. (2006) suggested
developmental nature of individual differences
that video game difficulty progression design
in mental model structural characteristics. Addi-
can be informed by mental model structure
tionally, the small sample size of the preliminary
development. They suggested that instead of
study greatly constrains the extent to which it
increasing difficulty in a linear fashion, as many
can be analyzed for similarities and differences
games do, difficulty should be increased by
in concept generation by experience level, gen-
requiring the player to adapt their current men-
der, and age. Future research that collects larger
tal model or develop a new one. This design
sample sizes for concept generation could reveal
suggestion is even more plausible given the
additional details about the content of mental
results of the current research. The structural
models, beyond what was presented in this
characteristics described in this study offer a
study. The sample for a concept generation task
number of avenues through which game design-
could also be selected so that the distribution of
ers can increase game difficulty by mani­
game experience for concept generation partici-
pulating mental model accommodation and
pants is similar to that of the main study.
assimilation. As Graham et al. (2006) pointed
The present study also examined mental
out, this route is preferable to traditional
models in a single context and with a single sys-
approaches of increasing game difficulty
tem. Future research in differing domains would
because it focuses on manipulating mental
provide evidence serving to either strengthen the
models and not merely exhausting physical
generalizability of these findings or reveal their
and cognitive abilities, which are limited.
contextual bounds. This study also limited its
Additionally, this approach is open to a variety
scope to three levels of experience, which were
of qualitative shifts in difficulty, avoiding the
broadly inclusive of different degrees of experi-
repetition that often accompanies linear diffi-
ence. Future research at finer grains of experi-
culty increases, which demand that players exe-
ence levels could produce a more detailed
cute the same tasks and complete the same goals
understanding of where differences in structural
while merely increasing the cognitive and phys-
characteristics lie. Lastly, devising and testing
ical workload. Additionally, game designers
novel training interventions that support the
should consider how game elements might
development of sophisticated mental model
affect the construction of mental models, choos-
structures based on the findings of this study
ing when to provide or not provide support for
would provide evidence for the utility of the
the construction of mental model structures.
structural approach.

Limitations and Future Research ORCID iD


The conclusions drawn from Pathfinder anal- Caleb S. Furlough https://orcid.org/
ysis, however valid, are based on a single indi- 0000-0002-2255-0842
286 December 2018 - Journal of Cognitive Engineering and Decision Making

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