Abstract
This report covers two analyses that were conducted on commercial off- the- shelf (COTS) synthetic environments (Ses), in this case games. 1.) Analysis 1 used a factor analysis on a set of 19 self-reported cognitive skills exercised while respondents played various pc-based games. The results verified the hypothesis that a few general cognitive phases could be drawn from the 19 variables. The four meaningful and predictable factors were detection (D), understanding (U), decision-making (DM), and execution (E). These factors represent general cognitive stages found in human factors literature such as situational awareness theory. 2.) The second analysis correlated the four derived factors with the participants self-report of specific game enjoyment features. The outcome of this project provided a set of blueprints or templates for proper selection of COTS SEs and their components when attempting to apply them for enhancing human performance or training utility.