The DOI matches its Crossref record; 47 of the 47 references it cites were found in a registry or an index; none of the 11 sources its claims cite is checked for support yet.
On Distinguishing Epistemic from Pragmatic Action
Open accessAbstract
We present data and argument to show that in Tetris—a real‐time, interactive video game—certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world than by performing computational actions in the head alone. We have found that some of the translations and rotations made by players of this video game are best understood as actions that use the world to improve cognition. These actions are not used to implement a plan, or to implement a reaction; they are used to change the world in order to simplify the problem‐solving task. Thus, we distinguish pragmatic actions—actions performed to bring one physically closer to a goal—from epistemic actions—actions performed to uncover informatioan that is hidden or hard to compute mentally. To illustrate the need for epistemic actions, we first develop a standard information‐processing model of Tetris cognition and show that it cannot explain performance data from human players of the game—even when we relax the assumption of fully sequential processing. Standard models disregard many actions taken by players because they appear unmotivated or superfluous. However, we show that such actions are actually far from superfluous; they play a valuable role in improving human performance. We argue that traditional accounts are limited because they regard action as having a single function: to change the world. By recognizing a second function of action—an epistemic function—we can explain many of the actions that a traditional model cannot. Although our argument is supported by numerous examples specifically from Tetris, we outline how the new category of epistemic action can be incorporated into theories of action more generally.
Overview
AI snapshot
Written from the paper’s full text.
TL;DR
The paper argues that Tetris players perform some rotations and translations not to advance a physical goal but to simplify cognition, introducing epistemic actions as distinct from pragmatic actions. A classical sequential information-processing model and an interleaving variant fail to explain extra rotations and translate-to-wall routines, which are better explained as actions that uncover information, reduce mental rotation, or verify placement.
Key findings
- Players rotate zoids more than expected for purely pragmatic placement: each zoid is rotated more than half its possible rotations; for a shape with four distinct orientations, the expected average would be 1.5 rotations, but observed rotations exceed this. Rotations sometimes begin before 100 ms, before the zoid is fully visible.
- Early rotation can expose hidden parts 150 to 300 ms earlier than waiting for natural appearance; partially hidden zoids ambiguous in both shape and position are more likely to be rotated than those ambiguous in shape alone, though no player reported noticing that zoids begin falling in different columns.
- Physical rotation of a zoid 90° can take as few as 100 ms, whereas mental rotation of a zoid 90° is estimated at 800 to 1200 ms. The translate-to-wall verification routine occurs in about 1% of drops; experts drop a zoid on average 15.65 squares from resting position ordinarily versus 20.05 squares after the translate routine, with intermediate players 13.18 versus 19.04 and advanced players 13.69 versus 19.33.
- The translate-to-wall routine moves the zoid away from the intended column, so it cannot be a pragmatically good move; its function is to verify the column and reduce error, and higher drops are more likely to be verified this way.
Methods
- Design: Tetris was used as a real-time, interactive video game domain; the authors implemented a computational laboratory to unobtrusively record the timing of all keystrokes and game situations, collected tachistoscopic mental rotation tests, and designed and implemented the RoboTetris expert system to compare human and machine performance.
- Sample: the mental rotation pilot had three Tetris players—one intermediate, one advanced, and one expert—each seeing eight presentations of each possible pair of L-shaped or S-shaped zoids; human gameplay data came from subjects playing Tetris.
- Analysis: a classical four-phase information-processing model was constructed (bitmap representation, chunked symbolic representation, placement computation, motor plan computation), then relaxed to allow cascade/interleaving; model predictions such as expected rotation counts were compared with observed keystroke timing and frequency, and deviations were interpreted as epistemic actions.
Limitations
- The paper states it is often hard to prove that an agent performs a particular action for epistemic rather than pragmatic reasons, because an action can serve both epistemic and pragmatic purposes simultaneously, making the relative influence difficult to quantify.
- The paper states it is an open question whether agents use multiple-perspective representations of zoids; the mental rotation data are described as pilot data from only three players, so the mental rotation time estimates are preliminary.
- Evident from the text: many epistemic interpretations are inferred from timing and behavioral regularities rather than direct experimental manipulation, and the mental rotation comparison rests on a very small sample.
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Claims the paper makes
74 Own interpretation · 18 No basis given · 15 Own result · 4 Sources not found · 2 No full text of the sources · 1 Own method
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In the paper
“By rotating an emerging zoid, players can expose its hidden parts, thereby uncovering its complete visual image 150 to 300 ms earlier than if they waited for it to appear naturally.”
plaindirect- Asserted: passes — The authors put it forward as true.
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In the paper
“We have observed that occasionally a zoid will be rotated very early (before 100 ms), well before we would expect an agent to have any good idea of where to place the zoid.”
plain- Asserted: passes — The authors put it forward as true.
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In the paper
“As shown in Table 1, experts drop a zoid, on average, when it is about 13 squares from its rest- ing position.”
plaincorrelational- Asserted: passes — The authors put it forward as true.
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In the paper
“The shortest time between keystrokes in our data is about 75 ms”
hedged- Asserted: passes — The authors put it forward as true.
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In the paper
“as shown in Figure 15, the greater the drop distance, the more likely the drop will be verified using the translate-to-wall routine.”
- Also stated in: § 546 KIRSH AND MAGLIO · plain
“we found that the higher the drop, the more often the translate-to-wall routine is used.”
plaincorrelational- Asserted: passes — The authors put it forward as true.
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- Also stated in: § 546 KIRSH AND MAGLIO · plain
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Rotations and translations occur in abundance, almost from the moment a zoid enters the Tetris screen.”
plain- Asserted: passes — The authors put it forward as true.
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In the paper
“the average time between keystrokes is around 250 ms”
hedged- Asserted: passes — The authors put it forward as true.
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In the paper
“Our observations, however, indicate that agents learn qualitatively different behavioral tricks.”
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In the paper
“Our data show that a player is more likely to rotate a partially hidden zoid that is ambiguous in both shape and position than one ambiguous in shape alone.”
hedgedcorrelational- Asserted: passes — The authors put it forward as true.
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In the paper
“But we have found at least one unambiguously epistemic use of transiation: to verify judgment of the column of a zoid.”
plaindirect- Asserted: passes — The authors put it forward as true.
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- Probably not a substantial claim. 17
- It may state two separate claims as one. 8
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“In fewer than 10 hours, a newcomer can play at an intermediate level.”
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In the paper
“Agents learn how to expose information early, how to prime themselves to recognize zoids faster, and how to perform external checks or verifications to reduce the uncertainty of judgments.”
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“This is particularly clear given that at 100 ms, the zoid is not yet completely in view, and sometimes the agent cannot even reliably guess the zoid's shape.”
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“Some players do report having hot spots in mind before an episode begins.”
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“P emerges in column 4, and R emerges in column 5”
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“First, it is a fast, repetitive game requiring split-second decisions of a perceptual and cognitive sort.”
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“In such studies, actions are defined as transformations in physical or social space.”
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In the paper
“There are only four possible actions a player can take: translate a zoid right, translate left, rotate, and drop.”
plain- Asserted: passes — The authors put it forward as true.
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“Because time is at a premium in this game, a standard perfor- mance model would predict that players develop strategies that minimize the number of moves, creating sequences of pragmatic actions which head directly toward goal states.”
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In the paper
“The effects of rotating a zoid are wholly determinate.”
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“The only certain way to get information about new candidates into the iconic buffer is through perception.”
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In the paper
“In Phase Three, players determine where to put the zoid.”
plain- Asserted: passes — The authors put it forward as true.
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In the paper
“there are a host of separate brain regions involved in encoding the bitmap features in the iconic buffer. Some of these have close connections to motor cortex (Felleman & Van Essen, 1991; Sereno & Allman, 1991).”
What the sources say
- Not checked — no full text of the sourcecites Felleman & Van Essen, 1991 source
- Not checked — no full text of the sourcecites Sereno & Allman, 1991
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In the paper
“In Phase Three-the decision phase-rotation also serves a variety of epistemic functions.”
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In the paper
“By definition, it requires moving the zoid away from the currently intended column, and hence it cannot be a pragmatically good move.”
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In the paper
“Of course, such epistemic procedures may be cached, but they are not pragmatic procedures; they are procedures that direct the agent to exploit the environment to make the most of his or her limited cognitive resources.”
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None of the sources cited for this claim could be matched to a paper in Crossref, so there is nothing to check it against.
In the paper
“standard accounts of skill acquisition explain enhanced performance as the result of chunking, cach- ing, or compiling (Anderson, 1983; Newell, 1990; Newell & Rosenbloom, 1981; Reason, 1990).”
What the sources say
- Not matchedcites Anderson, 1983
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Not matchedcites Newell, 1990
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Not matchedcites Newell & Rosenbloom, 1981; Reason, 1990
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- Not matched
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“It is clearly in the interest of a player to identify the complete shape as soon as possible.”
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In the paper
“The processing model this suggests to us is a significant departure from classical theories of action. Its chief novelty lies in allowing individual func- tional units inside the agent to be in closed-loop interaction with the outside world.”
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In the paper
“the greater the drop height, the more in- formative the verification and the less risky (costly) the action.”
plaindirect- Asserted: passes — The authors put it forward as true.
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It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“it is not outrageous to suppose that there is motor involvement in selective attention since there already exists a close connection between attention and the oculo- motor system responsible for saccades.”
hedgedcorrelational- Asserted: passes — The authors put it forward as true.
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In the paper
“This kind of model follows the distributed framework proposed by Minsky (1986).”
What the sources say
- Not matchedcites Minsky (1986)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
plain- Asserted: passes — The authors put it forward as true.
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Probably not a substantial claim. The paper’s conclusions may not depend on it.
- Not matched
The authors state this as an assumption.
Tetris cognition proceeds in four major phases.
“It is based on a classical information-processing model of expertise based on the sup- position that Tetris cognition proceeds in four major phases:”
The authors state this as an assumption.
The model is fully sequential: Phase Two is completed before Phase Three begins, and Three is completed before Four begins.
“As we have stated it, the model is fully sequential: Phase Two is completed before Phase Three begins, and Three is completed before Four begins.”
The paper relies on this without support.
Each zoid emerges in a random orientation, and on average any zoid can be expected to be placed in any of its orientations with equal probability.
“This follows because each zoid emerges in a random orientation, and on average, any zoid can be expected to be placed in any of its orientations with equal probability.”
The paper relies on this without support.
When a zoid first enters at the top of the screen, only a fraction of its total form is visible.
“When a zoid first enters at the top of the screen, only a fraction of its total form is visible.”
The paper relies on this without support.
At medium speed, a zoid descends at a rate of one square every 150 ms.
“At medium speed, a zoid descends at a rate of one square every 150 ms.”
The paper relies on this without support.
The close coupling between attention and saccades is already accepted.
“The close coupling between attention and saccades is already accepted”
The authors state this as an assumption.
Matching is a primitive process in working memory: Zoid chunk and contour chunk can be compared and matched only if they are explicitly represented in working memory.
“So far we have assumed that matching is a primitive process in working memory: Zoid chunk and contour chunk can be compared and matched only if they are explicitly represented in working memory.”
The paper relies on this without support.
The local effects of an action in Tetris are totally determinate, with no hidden states, exogenous influences, or other agents to change the result of hitting the rotate key.
“The property of Tetris which makes such a strategy pay off is that the local effects of an action are totally determinate. There are no hidden states, exogenous influences, or other agents to change the result of hitting the rotate key.”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
The cited source says what the claim attributes to it.
In the citing paper
“Exploratory epistemic actions (Kirsh and Maglio, 1994) are performed to unveil hidden information or to gain insight that would otherwise require a great deal of mental computation.”
From Physical and Virtual Tools: Activity Theory Applied to the Design of Groupware (2002) · cites this paper as Kirsh and Maglio, 1994
The cited source says what the claim attributes to it.
In the citing paper
“Empirically, such externalisations have been shown to improve problem-solving accuracy as well as speed (Kirsh & Maglio, 1994).”
From Consequences of cognitive offloading: Boosting performance but diminishing memory (2021) · cites this paper as Kirsh & Maglio, 1994
The cited source says what the claim attributes to it.
In the citing paper
“Hence, cognitive offloading with technical tools might enable performance beyond internal cognitive limitations and thus increase immediate performance (Kirsh & Maglio, 1994; Salomon & Perkins, 2005).”
From Consequences of cognitive offloading: Boosting performance but diminishing memory (2021) · cites this paper as Kirsh & Maglio, 1994
The cited source says what the claim attributes to it.
In the citing paper
“Kirsh and Maglio (1994) argue that it is cognitively more economical to rotate the figure on screen by pushing a controller button than to mentally simulate the correct rotation.”
From The Cognitive Architecture of Digital Externalization (2023) · cites this paper as Kirsh and Maglio (1994)
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Rated minor: it would not touch a result — a value no result rests on, a p-value that stays on the same side of the significance level, or a conflict that is clerical, resolved elsewhere in the paper, or outside its own findings.
In the paper
§ 538 KIRSH AND MAGLIO
“As shown in Table 1, experts drop a zoid, on average, when it is about 13 squares from its rest- ing position. On those occasions when they also perform the translate-to- wall routine, the zoid is dropped, on average, from about 19 squares above its resting position”
§ 538 KIRSH AND MAGLIO
“Intermediate Advanced Expert M Drop Distance 13.18 13.69 15.65 M Drop Distance after Translate Routine 19.04 19.33 20.05”
Citations
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Search, P. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-40406-6_19 · Cited by 2
Exploratory Digital Games for Advanced Skills
Sanchez-Lozano, J. C. (2010) · IGI Global eBooks · doi:10.4018/978-1-61520-781-7.ch007 · Cited by 2
Rethinking the Material, the Embodied and the Social for Professional Education
Markauskaitė, L., & Goodyear, P. (2016) · Professional and practice-based learning · doi:10.1007/978-94-007-4369-4_16 · Cited by 2
Top-down Planning and Bottom-up Perception in a Problem-solving Task
Nyamsuren, E., & Taatgen, N. A. (2011) · eScholarship (California Digital Library) · Cited by 2
Language embedded in the environment.
Spivey, M. J., & Richardson, D. C. (2008) · UCL Discovery (University College London) · Cited by 9
Chang, J. S.-K., Doucette, A., Yeboah, G., et al. (2019) · doi:10.1145/3322276.3322280 · Cited by 2
“Kirsh et al. described the difference using the video game Tetris [33].”
MethodDesign-Based Research in Relation to Science-Based Research
Krueger, T., & Besenecker, U. (2019) · Design research foundations · doi:10.1007/978-3-030-18557-2_7 · Cited by 2
Demonstration of a Serious Game for Spoken Language Experiments - GDX
Durán, D., & Lewandowski, N. (2020) · Cited by 2
The Effect of Experience-Based Tangible User Interface on Cognitive Load in Design Education
Islam, Z. (2020) · International Journal of Virtual and Augmented Reality · doi:10.4018/ijvar.2020070101 · Cited by 3
Analyzing Children’s Hand Actions using Tangible User Interfaces
Antle, A. N. (2015) · Cited by 2
Nonneurocognitive extended consciousness
Wojcik, K., & Chemero, A. P. (2012) · The Behavior Analyst · doi:10.1007/bf03392264 · Cited by 2
“Perhaps the most widely discussed example of this neurocognitive extended cognition is seen in Tetris playing, as studied by Kirsh and Maglio (1994).”
BackgroundUnconscious mind: Authenticating with something you don't know? Or just an infallible liveness test?
Martín, M. V., Jóhannsdóttir, K. R., Reynaga, G., et al. (2010) · doi:10.1109/ccece.2010.5575164 · Cited by 2
“Similarly, Kirsh and Maglio [14] found that when playing the highly interactive video game Tetris, participants started to manipulate the zoids (the shapes) as they appeared on the screen long before any subjective experience (and decision-making) of where and how to fit the zoids took place.”
BackgroundScientific innovation as eco-epistemic warfare: the creative role of on-line manipulative abduction
Magnani, L. (2013) · Mind & Society · doi:10.1007/s11299-013-0118-4 · Cited by 2
Computer-supported development of critical reasoning skills
Spurrett, D. (2005) · The International Journal of Education and Development using Information and Communication Technology (The University of the West Indies) · Cited by 2
Etnografia cognitiva delle interazioni mediche. Medici e infermieri prendono decisioni
Muntanyola‐Saura, D., & Belli, S. (2016) · Athenea Digital Revista de pensamiento e investigación social · doi:10.5565/rev/athenea.1563 · Cited by 2
Control and Understanding in Malware and Legitimate Software
Spero, E., Stojmenović, M., Chiasson, S., et al. (2019) · APWG Symposium on Electronic Crime Research (eCrime) · doi:10.1109/ecrime47957.2019.9037597 · Cited by 2
“Using diagrams allow us to “off-load” information onto the environment, freeing up working memory to think about a problem more deeply than would be possible un-aided [18].”
BackgroundFormal Interpretation and Analysis of Collective Intelligence as Individual Intelligence
Bosse, T., & Treur, J. (2006) · Lecture notes in computer science · doi:10.1007/11734680_5 · Cited by 2
“[2], [3], [6], [13], [14].”
Extending the Bounded Rationality Model: The Distributed Cognition ApproachPreprint
Bardone, E., & Secchi, D. (2005) · RePEc: Research Papers in Economics · Cited by 2
Why Soccer Players Yell: Using RoboCup to Model the Advantage of Signaling.
Chandrasekharan, S., Esfandiari, B., & Arthorne, N. (2004) · International Conference on Cognitive Modelling · Cited by 2
Strategic Tabletop Negotiations
Yamaguchi, T., Subramanian, S., Kitamura, Y., et al. (2007) · Lecture notes in computer science · doi:10.1007/978-3-540-74800-7_13 · Cited by 2
“Epistemic Actions: Kirsh and Maglio [5] introduced the idea of epistemic actions to understand how users perform certain actions to improve their cognition of the world.”
BackgroundToward a Comprehensive Theory of Audience Design
Gann, T. M. (2012) · eScholarship (California Digital Library) · Cited by 2
Krueger, T. (2002) · Journal of Architectural Education · doi:10.1162/10464880260472521 · Cited by 2
Visualization RCD (reinforced concrete design) table advisor for decision support activity
Yusuf, L. O., Folorunso, O. O., Akinwale, A. T., et al. (2010) · African Journal of Mathematics and Computer Science Research · doi:10.5897/ajmcsr.9000130 · Cited by 2
Designing Graspable Groupware for Co-Located Planning and Configuration Tasks
Fjeld, M., Bischel, M., Voorhorst, F. A., Lauche, K., Krueger, H., Matthias Rauterberg, A., Matthias Rauterberg, A., Fjeld, M., Bichsel, M., & Krueger, H. (1999) · Cited by 2
Mobile three-dimensional city maps
Nurminen, A. (2009) · Aaltodoc (Aalto University) · Cited by 5
Extending the Extended Mind : From Cognition to Consciousness
Telakivi, P. (2020) · Työväentutkimus Vuosikirja · Cited by 2
Wang, A. (2020) · DSpace@MIT (Massachusetts Institute of Technology) · Cited by 2
Introduction to the Special Issue: “Expertise, Semiotics and Interactivity”
Lassiter, C., & Trasmundi, S. B. (2023) · Social Epistemology · doi:10.1080/02691728.2023.2263411 · Cited by 2
AI Agents and Higher-Order WorkPreprint
Sarkar, S. (2025) · SSRN Electronic Journal · doi:10.2139/ssrn.5713646 · Cited by 3
Skagerlund, K. (2011) · DiVA (Linkoping University) · Cited by 2
Social Situatedness of Natural and Artificial Intelligence
Lindblom, J. (2001) · University Library of Skövde (University of Skövde) · Cited by 2
Hongladarom, S. (2016) · Philosophy of engineering and technology · doi:10.1007/978-3-319-39075-8_3 · Cited by 1
Epistemic affordances in gestalt perception as well as in emotional facial expressions and gestures
Schwarzfischer, K. (2021) · Gestalt theory · doi:10.2478/gth-2021-0016 · Cited by 1
Vierkant, T. (2022) · Oxford University Press eBooks · doi:10.1093/oso/9780192894267.003.0001 · Cited by 1
Agency in Mathematical Practice
Hamami, Y. (2023) · Springer eBooks · doi:10.1007/978-3-030-19071-2_48-1 · Cited by 1
Mateescu, M., & Kauffeld, S. (2024) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2024.100519 · Cited by 4
Diagrams as joint epistemic actions: A dialogical account of diagrams in mathematical proofs
Novaes, C. D. (2025) · The Journal of Mathematical Behavior · doi:10.1016/j.jmathb.2025.101271 · Cited by 1
Three‐Dimensional Pen—A New Teaching Learning Method for Teaching Masticatory Muscle Anatomy
Mathew, R. S., Daniel, A., & Jolly, S. (2025) · Journal of Dental Education · doi:10.1002/jdd.13965 · Cited by 1
The Imaginal Space: A Theory of Scaffolded Minds in a Cultural Niche
Consiglio, F. (2025) · Adaptive Behavior · doi:10.1177/10597123251355904 · Cited by 1
“In an imaginal space we can use images to discharge upon them a part of the cognitive work: we can use them in epistemic actions (Kirsh, 1996; Kirsh & Maglio, 1994; Menary, 2007b) as cognitive props, for instance, in our narrative practices.”
Guglielmo, G., Klincewicz, M., & Spronck, P. H. M. (2025) · IEEE Conference on Games (CoG) · doi:10.1109/cog64752.2025.11114275 · Cited by 1
“A. Tetris, Expertise, and Blinks: an Overview Tetris has been extensively used in the last 30 years to investigate expertise [18].”
Hornbæk, K., Kristensson, P. O., & Oulasvirta, A. (2025) · Oxford University Press eBooks · doi:10.1093/oso/9780192864543.003.0037 · Cited by 1
Introduction to user interfaces
Hornbæk, K., Kristensson, P. O., & Oulasvirta, A. (2025) · Oxford University Press eBooks · doi:10.1093/oso/9780192864543.003.0023 · Cited by 1
Hornbæk, K., Kristensson, P. O., & Oulasvirta, A. (2025) · Oxford University Press eBooks · doi:10.1093/oso/9780192864543.003.0018 · Cited by 2
Hornbæk, K., Kristensson, P. O., & Oulasvirta, A. (2025) · Oxford University Press eBooks · doi:10.1093/oso/9780192864543.003.0046 · Cited by 1
Hornbæk, K., Kristensson, P. O., & Oulasvirta, A. (2025) · Oxford University Press eBooks · doi:10.1093/oso/9780192864543.003.0003 · Cited by 1
Reimagining space: how activity space explains human behaviour in buildings
Kirsh, D. (2025) · Architectural Science Review · doi:10.1080/00038628.2025.2542213 · Cited by 1
Self-citationHu, L., Lin, L., & Wang, M. (2025) · Educational Psychology · doi:10.1080/01443410.2025.2561031 · Cited by 3
“This offloading can be used strategically by physically storing information or manipulating objects in the real world, as evidenced in early research involving individuals manipulating Tetris blocks (Kirsh & Maglio, 1994).”
Jamalifard, M., & Russell‐Rose, T. (2025) · Interacting with Computers · doi:10.1093/iwc/iwaf046 · Cited by 1
“Cognitive load can be mitigated by using epistemic actions—physical actions that simplify mental processes (Kirsh & Maglio, 1994).”
The impact of different collaboration formats on mathematical problem-solving in augmented reality
Walkington, C., Washington, J., Hunnicutt, J., et al. (2025) · Computers & Education · doi:10.1016/j.compedu.2025.105491 · Cited by 1
Khvatov, I. A. (2025) · Animals · doi:10.3390/ani15223231 · Cited by 1
“Within a cognitive framework, this behavioral pattern supports a modular view of self-representation: behavior separates into epistemic actions (initial approaches serving information gathering) and pragmatic actions (penetration attempts and passages that utilize the acquired information) [29,30].”
Thinking elsewhere: designer environments for religion and literature
Haraldsen, M., & Kukkonen, K. (2025) · Religion Brain & Behavior · doi:10.1080/2153599x.2025.2574276 · Cited by 1
The modulating role of sources of difficulty in interactive matchstick algebra
Spiridonov, V. F., Ерофеева, M., Klowait, N. O., Morozov, M., & Ардисламов, В. (2026) · Frontiers in Psychology · doi:10.3389/fpsyg.2025.1691864 · Cited by 1
“At a preliminary stage, five co-authors collaboratively developed a movement taxonomy following Kirsh and Maglio (1994), Kirsh (2010), and Vallée-Tourangeau et al. (2015).”
Visualising quantum entanglement using interactive electronic quantum dice
Folkers, B., van Rossum, A., Brinkman, A., & Stadermann, K. (2026) · Physics Education · doi:10.1088/1361-6552/ae43aa · Cited by 3
“The dice could support the reduction of cognitive load through multimodal sensory engagement using visual, tactile, and spatial channels, and enable cognitive offloading by serving as objects that externally represent parts of the reasoning process [30, 31].”
Cognitive artifacts and their affordances in mathematical practice: cluster algebras as a case study
Elworth, M. (2026) · Synthese · doi:10.1007/s11229-026-05558-1 · Cited by 1
“Comparing some of the ways in which these cognitive artifacts are used within the context of the 3 Kirsh and Maglio (1994) introduce the term epistemic action to denote those (physical) actions which have as their main purpose improving cognition by reducing various kinds of factors related to…”
Engel-Hermann, P., & Skulmowski, A. (2026) · Trends in Neuroscience and Education · doi:10.1016/j.tine.2026.100289 · Cited by 1
The Users' Manual to the Unconscious Mind
Reynaga, G., Julie, T., Tashiro, J. S., et al. (2011) · e-mentor · Cited by 1
Estimation of trade‐off between costs of preprocessing and primary processing
Maehigashi, A., & Miwa, K. (2015) · Japanese Psychological Research · doi:10.1111/jpr.12087 · Cited by 1
Vtelená kognícia, jej filozofické východiská a potenciálny význam pre pedagogiku
Obertová, Z. (2013) · Pedagogická orientace · doi:10.5817/pedor2013-3-298 · Cited by 1
La moralidad de las tecnologías cotidianas
Bardone, E. (2006) · Isegoría · doi:10.3989/isegoria.2006.i34.9 · Cited by 1
Evaluating Player Strategies in the Design of a Hot Hand Game
Williams, P., Nesbitt, K. V., Eidels, A., Washburn, M., & Cornforth, D. J. (2013) · GSTF international journal on computing/GSTF unternational journal on computing · doi:10.7603/s40601-013-0006-0 · Cited by 2
“Indeed a number of studies have used existing games such as Tetris and Madden to explore aspects of cognition [6, 7, 8].”
BackgroundRaff, J.-H., & Melles, G. B. (2010) · Journal of Writing in Creative Practice · doi:10.1386/jwcp.3.2.149_1 · Cited by 1
EXPRESIÓN Y MOVIMIENTO EN LA LECTURA CANTADA A PRIMERA VISTA
Ghiena, A. P., & Shifres, F. (2011) · Acta Académica (Acta Académica) · Cited by 1
Movimiento corporal y construcción de la ejecución musical en vivo
Assinnato, M. V., Ghiena, A. P., & Shifres, F. (2013) · Acta Académica (Acta Académica) · Cited by 1
Enhancing the Epistemic Utility of Physical Spaces through Digital Information Interfaces
Sedig, K., & Parsons, P. (2012) · doi:10.2316/p.2012.772-019 · Cited by 1
“From a cognitive perspective, tangible interaction within a physical space has numerous important benefits for performing CAs [6, 9, 14, 17, 18].”
BackgroundLet's Get Physical: Thinking with Things in Architectural Design
Smithwick, D., & Kirsh, D. (2015) · eScholarship (California Digital Library) · Cited by 1
Self-citationMoves in the World Are Faster than Moves in the Head: Interactivity in the River Crossing Problem
Vallée‐Tourangeau, F., Guthrie, L. G., & Vallée-Tourangeau, G. (2013) · Cognitive Science · Cited by 1
Scientific Models Are Distributed and Never Abstract
Magnani, L. (2016) · Studies in applied philosophy, epistemology and rational ethics · doi:10.1007/978-3-319-28163-6_13 · Cited by 1
Mindful Mending: The R epair of Thou ght and Action Amidst Technologies
Kibbe, B. (2014) · Loyola eCommons (Loyola University of Chicago) · Cited by 1
Emergence of Analogies in Collaboratively Conducted Computer Simulations
Roth, W. (2009) · IGI Global eBooks · doi:10.4018/978-1-60566-158-2.ch018 · Cited by 1
Knowledge Used for Information Search: A Computer Simulation Study
Matsumuro, M., & Miwa, K. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-40349-6_7 · Cited by 1
Ambient Intelligence as Cognitive Niche Enrichment
Magnani, L., & Bardone, E. (2011) · Advances in computational intelligence and robotics book series · doi:10.4018/978-1-61692-857-5.ch001 · Cited by 1
Epistemic Resourcefulness for Actionable Knowing
Markauskaitė, L., & Goodyear, P. (2016) · Professional and practice-based learning · doi:10.1007/978-94-007-4369-4_18 · Cited by 1
Analiza rysunków/szkiców i wypowiedzi werbalnych dzieci na temat budowy anatomicznej człowieka
Rybska, E., & Błaszak, M. (2016) · Problemy Wczesnej Edukacji · doi:10.5604/01.3001.0008.5633 · Cited by 1
Gatti, A. (2005) · eScholarship (California Digital Library) · Cited by 1
Thinking in Societies and Cultures
Rai, T. S. (2012) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780199734689.013.0029 · Cited by 2
Intuitive NUIs for speech editing of structured content (Work in progress)
Isaac, M., Pflüegel, E., Hunter, G., et al. (2015) · Research Repository (Kingston University London) · Cited by 1
Sève, C., Saury, J., Leblanc, S., et al. (2005) · Cited by 1
External Representations Reconsidered: Against the Reification of Cognitive Extensions
Trybulec, M. (2017) · Avant · doi:10.26913/80102017.0101.0014 · Cited by 1
“As exhibited in classical research on Tetris players, external representations, by virtue of their tangibility, lower the cost of cognition (Kirsh & Maglio, 1994).”
BackgroundInteracting with Digital Information
Sedig, K., & Parsons, P. (2014) · Advances in information quality and management · doi:10.4018/978-1-4666-5888-2.ch370 · Cited by 1
“Studies have suggested that actions we perform on objects in the external environment can be fundamental components of our thinking and reasoning processes (e.g., see Kirsh & Maglio, 1994).”
BackgroundTheoretical Perspectives from Across Psychology
Finley, J. R., Naaz, F., & Goh, F. W. (2018) · Springer eBooks · doi:10.1007/978-3-319-99169-6_5 · Cited by 1
Embodied and Distributed Aspects of Abductive Diagnostic Reasoning
Magnani, L., & Gatti, A. (2019) · Routledge eBooks · doi:10.4324/9781315782362-47 · Cited by 1
Knowledge transfer in ecologically grounded approaches to ubimus: InMesh 1.0
Keller, D., Capasso, A., & Tinajero, M. P. (2019) · Journal of New Music Research · doi:10.1080/09298215.2019.1642361 · Cited by 1
“Within an ecologically grounded perspective, creative exchanges can be characterised as four types of activity: dialogic, reflective, epistemic and executive activities (Keller et al., 2014c; Kirsh & Maglio, 1994).”
BackgroundThe Perception of Place in King Lear
Bozio, A. (2020) · doi:10.1093/oso/9780198846567.003.0004 · Cited by 1
Use of spatial sensemaking practices in spatial learning
Vaishampayan, A., Plummer, J. D., Udomprasert, P. S., et al. (2019) · ScholarSphere (Penn State Libraries) · doi:10.22318/cscl2019.887 · Cited by 1
de Lima, M. H., Keller, D., Miletto, E. M., et al. (2018) · Revista Vórtex · doi:10.33871/23179937.2018.6.2.2618 · Cited by 1
Exploring the Narrative-Oriented Qualities of the Learner's Encounter with Unfamiliarity
Spackman, J. S. (2013) · ScholarsArchive (Brigham Young University) · Cited by 1
How Do We Become Ignorant? Affording Ignorance Through Epistemic Actions
Arfini, S. (2022) · Synthese Library/Synthese library · doi:10.1007/978-3-031-01922-7_10 · Cited by 1
Dix, A. J., Gill, S., Hare, J., & Ramduny-Ellis, D. (2022) · Oxford University Press eBooks · doi:10.1093/oso/9780198718581.003.0012 · Cited by 1
Extended, Distributed, and Predictive: Sketches of a Generative Theory of Interaction for HCI
Browne, J., & Garnham, I. (2022) · Communications in computer and information science · doi:10.1007/978-3-031-19679-9_3 · Cited by 1
Otredad y Relaciones Internacionales: ¿una episteme trascendente a las ciencias sociales?
Villarreal, J. F., Díaz, V. M., Requejo, G. A., et al. (2023) · Política Globalidad y Ciudadanía · doi:10.29105/rpgyc10.19-309 · Cited by 1
Learning Mathematics with Digital Resources: Reclaiming the Cognitive Role of Physical Movement
Abrahamson, D., Ryokai, K., & Dimmel, J. K. (2024) · Springer international handbooks of education · doi:10.1007/978-3-031-45667-1_22 · Cited by 2
Digital games as contexts for problem-based learning in a Korean middle school
So, H., & Gaydos, M. J. (2024) · Pedagogies An International Journal · doi:10.1080/1554480x.2024.2388090 · Cited by 1
“One way to interpret students’ problem-solving trends is to differentiate between epistemic actions, focusing on improving cognition, from pragmatic actions, geared towards implementing actions for goal achievement (Kirsh & Maglio, 1994).”
Gaze dynamics prior to navigation support hierarchical planning
Gordon, J. R., Chuang, J. C.-I., & Pezzulo, G. (2026) · PLoS ONE · doi:10.1371/journal.pone.0351056 · Cited by 1
Using cognitive cases to establish incidence: The case of exaptative actions
Scarabusci, R., Hrvatin, N., Sherazi, N., Tobol, E., Ormerod, T. C., & Ross, W. (2025) · Possibility Studies & Society · doi:10.1177/27538699251317823 · Cited by 2
“Exaptative actions are those actions that do not have a goal state in mind related to the problem space, be it pragmatic or epistemic, but rather they fulfil other goals.”
InfluentialRadically Embodied Introspection
Facchin, M., Rucińska, Z., & Fondelli, T. (2025) · Topoi · doi:10.1007/s11245-025-10239-8 · Cited by 1
Introduction to human–computer interaction
Hornbæk, K., Kristensson, P. O., & Oulasvirta, A. (2025) · Oxford University Press eBooks · doi:10.1093/oso/9780192864543.003.0001 · Cited by 2
Collaborative Knowledge Construction
Tscholl, M., & Dowell, J. D. (2010) · Advances in social networking and online communities book series · doi:10.4018/978-1-61520-729-9.ch004 · Cited by 1
ACTIONS, ARTEFACTS AND COGNITION: AN ETHNOGRAPHY OF COOKING
de Léon, D. (2003) · Cited by 1
Thinking More Lowers Hand Waving: Dual Task Damps Hand Movements During Mental Rotation
Chandrasekharan, S., Bora, S., Athreya, D. N., & Srinivasan, N. (2007) · eScholarship (California Digital Library) · Cited by 1
Metadata
- Authors
- Kirsh, D., & Maglio, P.
- Affiliations
- University of California San Diego (US)
- Corresponding author
- Kirsh, David
- Venue
- Cognitive Science
- Publisher
- Wiley
- Published
- 1994-10
- Volume
- 18
- Issue
- 4
- Pages
- 513-549
- ISSN
- 0364-0213 (ISSN-L)
- 1551-6709
- OpenAlex
- W2128922568
- Cited by
- 1,641
- References
- 46
- Citations by year
- 2026: 63 · 2025: 123 · 2024: 47 · 2023: 64 · 2022: 112 · 2021: 50 · 2020: 104 · 2019: 89 · 2018: 60 · 2017: 60 · 2016: 66 · 2015: 83 · 2014: 71 · 2013: 83 · 2012: 57
- FWCI
- 4.51
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Cognitive Science (publishedVersion)
- PhilPapers (PhilPapers Foundation) (submittedVersion)
- Topics
- Life Sciences › Neuroscience › Cognitive Neuroscience › Embodied and Extended Cognition
- Physical Sciences › Computer Science › Artificial Intelligence › AI-based Problem Solving and Planning
- Social Sciences › Psychology › Social Psychology › Action Observation and Synchronization
- Keywords
- epistemic actions, Tetris, video gaming, cognition and action, information processing model, problem solving, philosophy of action
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