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Cognitive enrichment: Positive animal welfare through skill development and expression

Published online by Cambridge University Press:  14 October 2026

Fay Clark*
Affiliation:
Psychological Science, University of Bristol , UK
Kelley Winship
Affiliation:
National Marine Mammal Foundation , USA
*
Corresponding author: Fay Clark; Email: fay.clark@bristol.ac.uk
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Abstract

Contemporary animal welfare science emphasises the roles of challenge, skill development and skill expression in positive animal welfare, and takes a dynamic, temporal view of affect. However, cognitive enrichment as a welfare intervention (CE originally defined by Clark 2011 and later termed CEwelfare by Clark 2022) has largely focused on how challenge impacts welfare at a general activity budget level, rather than evidence of skill development and coping during challenge. This paper aims to realign CE with the current views of challenge and animal welfare, by proposing an updated CE definition and a new methodological approach. CE arises when an animal is challenged to develop and express its evolved cognitive skills, and the process or outcome of coping with challenge is associated with a net positive affective state. We argue that rule-scaffolded play (gameplay) could be a powerful subtype of CE, because games offer skill development opportunities similar to the Zone of Proximal Development in humans. Gameplay unfolds as a sequence of events, allowing us to explore how cognitive performance is temporally linked to emotional expression. We describe two broad types of CE game – Innovation and Flow – that feature relatively lower and higher rule scaffolding, respectively. We also discuss the role of frustration in CE; initial frustration is normal when animals encounter a challenge, but a Flow game aims to avoid ongoing boredom and frustration by maintaining a skill-challenge balance. We end by presenting a case study of a Flow game for marine mammals in a zoological setting.

Information

Type
Opinion paper
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2026. Published by Cambridge University Press on behalf of Science for Animal Welfare
Figure 0

Table 1. Five possible scenarios for an animal experiencing environmental change. Cognitive enrichment is only possible when the environment is challenging, the challenge can be coped with, and this is linked to a net positive welfare outcomeTable 1. Long description.

Figure 1

Figure 1. A graphical representation of skill development in an Innovation (top) vs a Flow game (bottom). SE = skill expression. SD = skill development. In an Innovation game, animal performance will plateau when existing skill expression exceeds new skill development. In a Flow game, high engagement and performance occur when skill and challenge are balanced. There are frequent alternations between skill expression and skill development, and no sudden shifts in skill level or challenge level.Figure 1. long description.

Figure 2

Figure 2. Game engagement, performance and emotion synchronised across time during a cognitive enrichment session for a chimpanzee (Pan troglodytes). The Engagement domain refers to whether the chimpanzee is using the game or not. The Performance domain is a deeper measurement of how well the chimpanzee is coping with the challenge and progressing towards the win state. The Emotion domain refers to any behavioural response that may reflect emotion, such as game-directed aggression or self-scratching. And finally, the Affective Balance domain represents the sum of positive and negative emotions across time. Critically, all responses are accurately plotted on the timeline to examine cause-effect relationships across multiple domains.Figure 2. long description.

Figure 3

Figure 3. The presentation of EVE for California sea lions (Zalophus californianus) and bottlenose dolphins (Tursiops truncatus) at the Marine Mammal Program. A sea lion (a) selects which game to play from four presented options, choosing a task by moving the blue circle via the four-button controller by pressing a button with the muzzle. In (b), a dolphin moves the cursor to contact an image of a shell on the screen. In (c) a dolphin plays a cursor training game by moving its body to drive the cursor while for (d) the animal’s location is translated by a custom computer vision programme into ‘button presses.’Figure 3. long description.

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