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Case study of the development of an Academic Task Game for Behavioural- and Neuropsychology

Yeung, T. (2025) Case study of the development of an Academic Task Game for Behavioural- and Neuropsychology.

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Abstract:Over the years, researchers have attempted to apply ludic elements from games to perform experimental tasks. Cognitive psychologists have tested multiple approaches to “gamify” validated tasks. However, there is no consistent framework for the development of such academic task and there is a lack of consensus on how validated tasks can be “gamified”. Furthermore, game elements must be applied with care, as ludic games often present elements that conflict with the validity of a task. This thesis investigates how game design can be applied to a game version of a property verification task for cognitive psychology to increase ecological validity while maintaining experimental validity. This game was developed in a collaborative setting with three cognitive psychology researchers with no prior experience with academic games, and two experts of academic games as participants to the collaboration, using direct feedback in four iterative feedback cycles. The entire collaborative development was documented, including design rationale, iterative changes, and collaboration challenges. Adding narrative elements and game-like elements such as 3D environments and game-UI to cognitive tasks could help generate ecological validity without sacrificing experimental validity. Developers should consider visual design, narrative framing, and collaborative strategies to maintain validity and support future academic game development.
Item Type:Essay (Master)
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:06 documentary information, 54 computer science, 77 psychology
Programme:Interaction Technology MSc (60030)
Link to this item:https://purl.utwente.nl/essays/106243
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