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Pigeons, portals, and Pacman

Insightful problem solving and navigation using a touchscreen video game

Bibliographic Data

ID10244404
AuthorsRafael S Rodrigues (0000-0001-6273-864X, Department of Experimental Psychology, Institute of Psychology University of São Paulo São Paulo Brazil, corresponding author), Cyrus Kirkman (0000-0002-6497-8302, Department of Psychology University of California, Los Angeles Los Angeles CA USA), Miriam Garcia‐Mijares (0000-0002-8023-5445, Department of Experimental Psychology, Institute of Psychology University of São Paulo São Paulo Brazil), Aaron P Blaisdell (0000-0002-6063-1010, Department of Psychology University of California, Los Angeles Los Angeles CA USA)
Year2026
Volume125
Issue2
Pagese70083-e70083
Publication date2026-03-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of the Experimental Analysis of Behavior (JOURNAL)
Journal identifiersISSN: 0022-5002 • E-ISSN: 1938-3711
PublisherWiley (PUBLISHER • GB)
DOI10.1002/jeab.70083
PMID41622116
OpenAlexW7127053126
LanguageEN
References cited55

Video games have been used in several studies to investigate problem solving. We present empirical findings from a redesigned touchscreen navigation “grid‐world” procedure resembling the classic video game PacMan (hereafter, “pacman”) played by pigeons. Our objective was to develop a procedure to study insight, similar to that of Epstein et al. (1984). During Training Phase 1, pigeons learned to guide a virtual pacman across a touchscreen arena to a banana goal (triggering an “eating” animation and food delivery) and to navigate around barriers. In Training Phase 2, they learned to traverse portals that transported the pacman across the arena. Each tool was trained in a distinct context: barrier navigation with banana targets and portal use with a green dot target. Finally, we tested for functional generalization of the two learned tools in a series of novel configurations of puzzle tasks (insight tests). Results showed that some subjects were able to learn how to navigate the pacman with a high degree of control and showed evidence for functional generalization and insight

Animation · Generalization · Mobile device · Touchscreen · Traverse · Video game · Behavioral and Psychological Studies · Cognitive Abilities and Testing · Cognitive and developmental aspects of mathematical skills

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Highly citedNo

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