Carlos Mauricio Castaño DíazAalborg University · Department of Architecture Design and Media Technology
Carlos Mauricio Castaño Díaz
Ph.D. in Learning Sciences
About
19
Publications
19,467
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
234
Citations
Introduction
I am a Media Psychologist with a PhD. in Learning sciences.
I have worked in the creation of serious games based on task resolution problems. My interests are teaching, analysis of media from a psychological perspective, and cognitive processes involved in video gaming.
My interests are Cognitive Psychology, Media Psychology, Internet Memes, Creepy pastas, Art games, Games as art, Design, and Scientific Communication.
Additional affiliations
June 2009 - July 2010
CINDE, Colombia.
Position
- Researcher and game designer
Description
- My job in this position was primary as game designer and user experience researcher.
Education
July 2017 - August 2020
September 2014 - January 2017
August 2010 - November 2012
Publications
Publications (19)
This research had the purpose of validating the Negative Fear Evaluation Scale (FNE) in Colombian population. The FNE evaluates the degree in which people experiment fear about the possibility of others judging them negatively. Likewise, this research had the purpose of validating the Social Avoidance and Distress Scale (SAD) that evaluates the sub...
The research aims to create a formal definition of “Internet Meme” (IM) that can be used to
characterize and study IMs in academic contexts such as social, communication sciences and
humanities. Different perspectives of the term meme were critically analysed and contrasted, creating
a contemporary concept that synthesizes different meme theorists’...
This study conducted analytical and semiexperimental research with the purpose of testing if art video games serve as a form of transmission of social representations and feelings. Accordingly, a free-association questionnaire was used after participants played the game The Graveyard. The associative method was paired with item hierarchization and...
Based on in-game behaviour, eye tracking data, and cued retrospective reports, the present study aims to evaluate how commercial video games, specifically Multiplayer Online Battle Arenas can foster hypothetico-deductive reasoning in everyday life contexts. At the same time, it aims to locate in-game behaviour patterns serving as indicators of hypo...
The present paper is the documentation, description, and reflection about the challenges of research on the
development of cognitive abilities with commercial (off-the-shelf) video games, particularly in psychology and education. This paper documents specific problems derived from the nature of commercial video games. Finally, some thoughts on how...
To answer the question if Information and Communication Technologies (ICTs) were benefiting or hindering the mental health of people undergoing isolation during the early pandemics of SARS-CoV-2 (COVID-19), we inquired how people perceived the usage of five ICTs and their relationship with them. We addressed three hypotheses: there is a relationshi...
This chapter compiles the insights, dos, and don’ts of 15 years of theoretical and practical work designing Games for Stealth assessment. The author divided this experiential chapter into six different sections, each one dedicated to the design and development of a different part of the game, ranging from theoretical foundations to ethical and data...
Rapid individual cognitive phenotyping holds the potential to revolutionize domains as wide-ranging as personalized learning, employment practices, and precision psychiatry. Going beyond limitations imposed by traditional lab-based experiments, new efforts have been underway towards greater ecological validity and participant diversity to capture t...
Rapid individual cognitive phenotyping holds the potential to revolutionize domains as wide-ranging as personalized learning, employment practices, and precision psychiatry. Going beyond limitations imposed by traditional lab-based experiments, new efforts have been underway toward greater ecological validity and participant diversity to capture th...
We conducted an exploratory study using a survey inquiring on seven topics on how people were reacting to the COVID-19 pandemic of 2020 aiming to trace a map of symptoms and feelings related to mental health and isolation. 1785 people participated in the survey. Additionally, we applied two psychological scales to analyse depression and stress (pre...
When conducting a systematic analysis of the concept of scientific reasoning (SR), we found confusion regarding the definition of the concept, its characteristics and its blurred boundaries with the concept of scientific thinking (ST). Furthermore, some authors use the concepts as synonyms. These findings raised three issues we aimed to answer in t...
We present the results of an exploratory player experience study on the game Quantum Moves, a citizen science game where players move quantum particles to help create a quantum computer. Eight-hundred-and-seventeen players responded to a 13-question exploratory survey constructed to understand how players relate to the game, what are their motivati...
The present research aims to inquire how Multiplayer Online Battle Arenas (MOBAs) foster Scientific Reasoning. The work of research takes place in two phases. I n the first phase, we conducted a concept review of the concepts of Scientific Reasoning (SR) and Scientific Thinking (ST) to operationalise the variables for the main study correctly. The...
The present study aims to evaluate how commercial
video games can foster hypothetico-deductive reasoning in the
everyday life. For this, we studied Multiplayer Online Battle
Arenas while developing a methodology based on multi-design
and multi-level data triangulation between game videos, eye
tracking, game talks, and cued retrospective protocols....
The present work aims to develop a methodology that allows the agile analysis of
videogames’ reasoning demand by taking an objective structural approach. For this
purpose, an analytical method based on Newell and Simon’s (1972) task analysis will be
developed, making emphasis on cognitive reasoning theories as well as the objective
analysis propose...
El gran avance y la amplia difusión que los videojuegos están teniendo en el mundo
hoy, se presenta como una relevante influencia sobre las conductas de los niños tanto
en el juego como en las relaciones interpersonales y la toma de decisiones. Hoy en día
las personas se ven relacionadas con las tecnologías mediáticas desde muy temprana
edad y su u...
BERSIN: Batería de Evaluación de Razonamiento Silogístico Infantil
This research had the purpose of validating the Negative Fear Evaluation Scale (FNE) in Colombian population. The FNE evaluates the degree in which people experiment fear about the possibility of others judging them negatively. Likewise, this research had the purpose of validating the Social Avoidance and Distress Scale (SAD) that evaluates the sub...
En el marco de la difusión e integración de las ciencias cognitivas, la siguiente propuesta tiene como principal propósito crear un panorama general sobre las tecnologías de la información, su evolución y su interacción con la psicología; al tiempo, pretende desarrollar una propuesta de diálogo entre estas dos disciplinas – psicología y tecnologías...
Questions
Question (1)
I am having a VERY hard time with my academic English and publications. I have tried hard, even private classes, but it looks like nothing of my style and knowledge of research in Spanish can be used in English. Have you had the same problem? Any suggestions?