Mental models are mental representations of the
external world that humans constantly use when they
interact with the environment and systems within it.
These mental models are in part constituted by an
underlying structure of associated concepts that are
modified as a person gains experience with a sys-
tem or domain. Video games provide a context that
encourages the development of sophisticated mental
models. The current research sought to understand
how mental model structures differ between video
game players of varying experience levels. Participants
were recruited both over internet forums and through
Mechanical Turk. Mental model structures were mea-
sured using relatedness ratings between pairs of con-
cepts that were derived from players with high levels
of experience playing League of Legends. Relatedness
ratings were transformed into Pathfinder networks
that were used to analyze mental model structures.
Results revealed structural differences in mental mod-
els between experience levels. A three-stage model of
mental model structure development is proposed to
explain the results, which suggest that some structural
characteristics appear earlier in mental model develop-
ment than others. The role of mental model structural
characteristics is discussed in light of both the design of
training programs and video games.
Keywords: declarative memory, experience, knowl-
edge organization, knowledge structure, mental models,
pathfnder network, topics, training, video game
People do not interact with technological
artifacts; they interact with their mental models
of those artifacts (e.g., Norman, 1983).
Consequently, people frequently use mental
models as they complete daily tasks. Simple
tasks, such as driving to work, operating a
computer, and cooking a meal require the use of
mental models for successful completion
(Gentner, 2002; Norman, 1983). Mental models
are also useful when performing more complex
tasks, such as air traffic control and the medical
care activities by physicians and nurses
(Mogford, 1997; Smith & Koppel, 2014). The
pervasiveness of mental models in routine
human activity, especially as it relates to inter-
action with technology, reveals the importance
of understanding how these models are formed,
used, and adjusted over time. To further our
understanding of mental models, the current
research examined how the memory structures
of mental models differed between people who
have varying degrees of experience playing a
video game.
Mental Models
Defining the term. The roots of the term
mental model can be traced back to Kenneth
Craik’s (1943) book The Nature of Explanation.
Craik suggested that humans hold small-scale
models of reality in their minds that are used to
reason and solve problems in their environment.
Later, Johnson-Laird (1983) posited that people
create analogical models of aspects of the envi-
ronment, which they use in deductive problem
solving. Another pioneer of mental models,
Norman (1983), suggested that people construct
internal representations of the systems with
which they interact and that these representa-
tions “provide predictive and explanatory
power for understanding the interaction” (p. 7).
He described mental models as knowledge
about objects and the environment gathered
from interaction with that environment. Rouse
and Morris (1986) warned that defining mental
models too broadly could result in a definition
that is no different from general knowledge and
provides no additional theoretical or practical
utility. We suggest a useful definition of mental
models that avoids these concerns. First, mental
773236EDM XX X 10.1177/1555343418773236Journal of Cognitive Engineering and Decision MakingMental Models: Structure and Experience
2018
Address correspondence to Caleb S. Furlough, Department
of Psychology, North Carolina State University, Raleigh,
NC 27606, USA, csfurlou@ncsu.edu
Mental Models: Structural Differences and the
Role of Experience
Caleb S. Furlough and Douglas J. Gillan, North Carolina State University
Journal of Cognitive Engineering and Decision Making
201X, Volume XX, Number X, Month 2018, pp. 1–19
DOI: 10.1177/1555343418773236
Copyright © 2018, Human Factors and Ergonomics Society.