Category Archives: Project 18

Project 18 Week 14

IMPULSE!

impulse

METHODS

how-many-people-play-video-games_

There were 300 subjects that were used and were recruited from a university, 150 males and 150 females. The criteria to be a part of the study were that the subjects that were chosen they had to be students that were enrolled in classes to receive credit. The people who were excluded were individuals who were not in college or were under 18 or over the age of 25. No staff members of the university could partake in the study. The conditions were that the experimental group would play the game. The control group would have to perform cognitive tasks such as answering a telephone to see how they function. The subjects were assigned to the conditions by taking a survey to see where they can be placed. If they took drugs before they were placed in the control group and if they didn’t take any drugs they were in the experimental group. The subject demographics were between the ages of 18-25 years old, various races, and ethnicity.

Video game tester

The materials used was a survey with pen and paper. This was used to establish who belonged in what group for the study. The only materials used for the experimental group which was a game that those subjects would play would entail an application via cellphone or laptop depending on the subject’s preference. A telephone for the control group to measure cognitive tasks. Responses are measured by the choices the subjects make for the experimental group. For the party scene they either go dancing, drinking or they take the drugs. Each decision the subject makes affects the character they are playing as because they are consequences that can either be good or bad depending on what they choose.

telephone

The control group’s responses were measured by their perception on if they heard the phone, if they decided to answer the phone or not, if they lifted the phone up would be part of their motor skills, how they were speaking on the phone if what they were saying was intelligible or not, and lastly how they reacted to the caller.

 

teens-using-drugs

The conditions that were created for those who were playing a game had to endure situations such as a scene in a club where people will be shown dancing drinking and using drugs to have a good time. The player will be approached and asked if they want to try the drug to have a good time. Another situation would be while hanging out with a friend, the friend pulls out some drugs for him and his buddies to use and the subject will be one of the buddies who will either say if they want to join in because the others are doing so.

-rotary-telephone-ringing

The control group a phone could ring a few times and when they got to it no one could be on the other end. They would have to answer the phone various times to see how they managed while on the phone. Or the phone could ring like two times and then stop and start up again. The consequences of the player’s actions. The decisions the players made effects their character either negatively or positively. Their character come end up becoming a drug addict with nothing in life or they could go onto having a healthy lifestyle with friend and family. A check was made if their cognitive skills were appropriate under the right categories. The categories would consist of perception, decision taking, motor skill, language skills and their social skills.

RESULTS

bell curve

The outcome of my experiment was that the data was collected of the subjects who played the video game. There was a normal distribution curve. For the 150 subjects that played the game the experimental group had a standard deviation of 85.4 and a mean of 134.8. For the control group the other 150 subjects who had to answer the phone had a standard deviation of 85.1 and a mean of 142.5.

TUTORIAL 

For the Quicksnap prototype, it’s a puzzle based game that relies on a first-person shooter (FPS) movement. The game consists of taking pictures at different angles that are complex. Coding for this tutorial is very specific and important to the game.

Project 18 Week 12

IMPULSE

impulse

METHODS

There were 300 subjects that were used and were recruited from a university, 150 males and 150 females. The criteria to be a part of the study were that the subjects that were chosen they had to be students that were enrolled in classes to receive credit. The people who were excluded were individuals who were not in college or were under 18 or over the age of 25. No staff members of the university could partake in the study. The conditions were that the experimental group would play the game. The control group would have to perform cognitive tasks such as answering a telephone to see how they function. The subjects were assigned to the conditions by taking a survey to see where they can be placed. If they took drugs before they were placed in the control group and if they didn’t take any drugs they were in the experimental group. The subject demographics were between the ages of 18-25 years old, various races, and ethnicity.

how-many-people-play-video-games_

The materials used was a survey with pen and paper. This was used to establish who belonged in what group for the study. The only materials used for the experimental group which was a game that those subjects would play would entail an application via cellphone or laptop depending on the subject’s preference. A telephone for the control group to measure cognitive tasks. Responses are measured by the choices the subjects make for the experimental group. For the party scene they either go dancing, drinking or they take the drugs. Each decision the subject makes affects the character they are playing as because they are consequences that can either be good or bad depending on what they choose. The control group’s responses were measured by their perception on if they heard the phone, if they decided to answer the phone or not, if they lifted the phone up would be part of their motor skills, how they were speaking on the phone if what they were saying was intelligible or not, and lastly how they reacted to the caller.

teens-using-drugs

The conditions that were created for those who were playing a game had to endure situations such as a scene in a club where people will be shown dancing drinking and using drugs to have a good time. The player will be approached and asked if they want to try the drug to have a good time. Another situation would be while hanging out with a friend, the friend pulls out some drugs for him and his buddies to use and the subject will be one of the buddies who will either say if they want to join in because the others are doing so.

-rotary-telephone-ringing

The control group a phone could ring a few times and when they got to it no one could be on the other end. They would have to answer the phone various times to see how they managed while on the phone. Or the phone could ring like two times and then stop and start up again. The consequences of the player’s actions. The decisions the players made effects their character either negatively or positively. Their character come end up becoming a drug addict with nothing in life or they could go onto having a healthy lifestyle with friend and family. A check was made if their cognitive skills were appropriate under the right categories. The categories would consist of perception, decision taking, motor skill, language skills and their social skills.

RESULTS

Data was collected of the subjects who played the video game. There was a normal distribution curve. For the 150 subjects that played the game had a standard deviation of 85.4 and a mean of 134.8.

TUTORIAL 

The tutorial the word game prototype its a different version to already known word games where it will have animations added to it. The game has the capacity to have up to 8 lettered words but standard is 6 lettered words. In order to gain a lot of points the player should try to create longer words.

Project 18 Week 11

IMPULSE!

impulse

LEARNING ELEMENTS

The learning objective of this game is to get the players to understand the consequences of taking hallucinogenic drugs. The learning experience the game will create for the player is to think about the situations they can get in and the choices they will have to make. The dominant form of interaction would be that the player has a choice. The whole game is player choice in order to advance. I would say this supports the learning objective because every time someone takes these mind altering drugs they are taking a chance. The cognitive system is the most affected by the game design because the player will be making decisions. The player will have to think about the consequences. The design affects this system by having the players draw cards that gives them situations and consequences that they will have to choose from.

FORMAL ELEMENTS

Flags

The game is a two player game. The game is very competitive where they will have to capture the other player’s flag. They will use tiles in order to do so. The primary objective of the game is to have one player capture their opponent’s flag first. Yes the game reinforces the learning objective because the players will draw the cards that will have them make a decisions that will influence the amount of tiles they will have. The rules of the game are the players have to pick which color flag whether its blue or red, then they would roll a die to decide who would go first. After that they would draw a card which would present a situation they would have two choices to choose from they pick one the card would tell the player what to do and what they would get. During the game players accrue tiles to help build their way across to the opponent’s flag. When they draw a card they have to make a decision depending on the decision it will tell them what they do next and the amount of tiles they will receive. Conflict is brought about by having the players fight to get to their opponent’s flag and capture it. The cards they draw tie in to the amount of tiles. Tiles can be used to build ladders or chutes to stop players from advancing. The game prevents players from behaving in a certain way by having the players draw cards and making decisions. The decisions affect the outcome and the outcome tells the players how many tiles they will receive. Well there are the choices to make chutes to stop the opponent from getting to the flag and even go back to the start. The limitation is fun because it stops the other player from capturing your flag. It contributes to the objective because the players are making decisions that affects them just like with using drugs you make decisions. The game ends with the person who captures their opponents’ flag.

DRAMATIC ELEMENTS

red flag

For this game there are two characters one is red and the other is blue. Their motivation is to capture the other person’s flag in order to win. The challenges that are presented to the players are that they have to make decisions based on their situations such as if they’ve taken a hallucinogenic drug they could either take be late for a job interview or a class they’re taking. Each one of the situations are different and have consequences. The player must be able to be learn how to make the decisions that have the lesser consequence even though that doesn’t mean they’ll get more tiles.

Blue flag

For this game well the players will be in a world where one person is red and the other is blue and they have to capture the flag since they are on opposite sides and must retrieve the enemy’s flag. The general premise would be that you and your opponent are at opposite sides and you basically have to capture the flag but you have to go through scenarios dealing with hallucinogenic drugs and their consequences. The story uses a branching narrative. Player decisions are very important to this game since it is a decision based game. The consequences the player endures will dictate the amount of tiles and how the player will move forward in the game. The game is playful since it’s competitive since the players have to capture their opponent’s flag in order to win. For Bartle’s Taxonomy I would say is killer because of the game’s competitive nature would really enjoy this game. Well tension and conflict is introduced by having the players deal with the scenarios on the cards they draw and the decisions they make. The building of the ladders and chutes are important too.

SYSTEM DYNAMICS

scrabble-tiles

The introduction to tiles and using it to build ladders and chutes are vital to the game system since it allows the players to move around. The tiles are the object properties since you are using that to advance to the flag. In the game the players will play for tiles to build chutes to advance and chutes to block the other player from getting close to the flag. In the beginning rolling the die is what establishes who goes first. The cards that are drawn for the player and what they choose and what they decide to do with the tiles are important. The game fully supports player choice. The game does not use money but it uses tiles which contributes to creating the chutes and ladders. Well every turn the player makes a decision a new consequence comes about due to drawing cards. They can retrieve tiles. The information that is exposed to the player is that they know they have to use tiles to build ladders and chutes to either advance or block their opponent and they make decisions.

FUNCTIONALITY. COMPLETENESS.  BALANCE.

The game is fully functional. The game at this moment is complete but it’s always open to more ideas and suggestions to keep it fresh. The game is balanced. The dominant strategy of the game is to see if the person can make the decisions that will allow them to obtain more tiles so they can get quickly to their opponents’ flag. The game is symmetrical.

FUN & ACCESSIBILITY

capture-the-flag-

The game is very engaging because the individuals who are playing get to make choices that affects their movement to get to the other side. They get to use tiles to move around. This promotes learning because while you’re on drugs you are making a decision and many things can happen while your mind is altered. The whole game is decision based where the player has to make decisions in order to get to the other side. The choices that are meaningful would be if the person chose to make a ladder or chute. It relates to the objective because in the game the person has to see who can make it first to their opponents flag the fastest. I would say there’s always room to add onto the game that it’s not broken. The game is straightforward. The game is entertaining and not boring since you get to be competitive. The obstacles would be if your opponent builds a chute where you have to go you end up going back to where you started rom and have to start rebuilding again. Well if you like player choice games this would be fun to you. The game can be learned right away it’s not hard. Well you roll a die in order to see who goes first then they fix their flags, grab their tiles so they can build and shuffle the deck of cards each time it’s their turn they draw a card.

TUTORIAL

The Bartok tutorial, is another card game just like the previous tutorial the Prospector Solitaire. Except for this game you don’t keep track of your score at all. I’ve noticed as I continue to complete tutorials that there is more coding more words and actions to learn from. Since I completed the last prototype I noticed that you had to download a pack and add it onto unity to make the game functional.

Project 18 Week 10

IMPULSE!

impulse

SUBJECTS

College_Students_TU

There were 300 subjects that were used and were recruited from a university, 150 males and 150 females. The criteria to be a part of the study were that the subjects that were chosen they had to be students that were enrolled in classes to receive credit. The people who were excluded were individuals who were not in college or were under 18 or over the age of 25. No staff members of the university could partake in the study. The conditions were that the experimental group would play the game. The control group would have to perform cognitive tasks such as answering a telephone to see how they function. The subjects were assigned to the conditions by taking a survey to see where they can be placed. If they took drugs before they were placed in the control group and if they didn’t take any drugs they were in the experimental group. The subject demographics were between the ages of 18-25 years old, various races, and ethnicity.

APPARATUS

how-many-people-play-video-games_

The materials used was a survey with pen and paper. This was used to establish who belonged in what group for the study. The only materials used for the experimental group which was a game that those subjects would play would entail an application via cellphone or laptop depending on the subject’s preference.

telephone

 

A telephone for the control group to measure cognitive tasks. Responses are measured by the choices the subjects make for the experimental group. For the party scene they either go dancing, drinking or they take the drugs. Each decision the subject makes affects the character they are playing as because they are consequences that can either be good or bad depending on what they choose. The control group’s responses were measured by their perception on if they heard the phone, if they decided to answer the phone or not, if they lifted the phone up would be part of their motor skills, how they were speaking on the phone if what they were saying was intelligible or not, and lastly how they reacted to the caller.

PROCEDURES

teens-using-drugs

The conditions that were created for those who were playing a game had to endure situations such as a scene in a club where people will be shown dancing drinking and using drugs to have a good time. The player will be approached and asked if they want to try the drug to have a good time. Another situation would be while hanging out with a friend, the friend pulls out some drugs for him and his buddies to use and the subject will be one of the buddies who will either say if they want to join in because the others are doing so.

-rotary-telephone-ringing

The control group a phone could ring a few times and when they got to it no one could be on the other end. They would have to answer the phone various times to see how they managed while on the phone. Or the phone could ring like two times and then stop and start up again. The consequences of the player’s actions. The decisions the players made effects their character either negatively or positively. Their character come end up becoming a drug addict with nothing in life or they could go onto having a healthy lifestyle with friend and family. A check was made if their cognitive skills were appropriate under the right categories. The categories would consist of perception, decision taking, motor skill, language skills and their social skills.

RESULTS

bell curve

Data was collected of the subjects who played the video game. There was a normal distribution curve. For the 150 subjects that played the game had a standard deviation of 85.4 and a mean of 134.8. For those who did not play the video game the control group with a 150 subjects had a standard deviation of 81.4 and a mean of 146.3.

TUTORIAL

solitaire

For the fourth tutorial it’s the prospector solitaire game. For creating this tutorial you had to download another pack from the book’s website which has the updated code as well. The pack includes the cards for the solitaire part of the game which includes all the suits and face cards. I found it to be challenging of course its longer there are more pages of instructions to follow. The code is more in depth but overall I thought it was fun to create.

Project 18 Week 9

IMPULSE! 

impulse

LEARNING ELEMENTS

The game is trying to teach a person the consequences of taking hallucinogenic drugs. That how while taking the drugs that they make decisions and choices that will affect they negatively. The dominant form of interaction would be that the player has a choice. The whole game is player choice in order to advance. I would say this supports the learning objective because every time someone takes these mind altering drugs they are taking a chance. The most affected by this game would be the cognitive processes due to the fact that the player will be making choices throughout the game and the players have to think about the decisions to make when they’re given the scenarios form the cards. The design attempts to affect the system because they are trying to capture the flag and decisions are important here since we make them every day.

FORMAL ELEMENTS

Two players can be engaged in the game. Players interact with each other in the game by making decisions that can affect the other player by making chutes. Chutes will block the opponent from capturing the flag. The primary objective of the game is to have the players to play a competitive game as well as have them understand that when they take hallucinogenic drugs they will be faced with decisions that will affect their life. The game objective does reinforce the learning objective. The rules of the game are they roll a die to determine who goes first they fix their flags and the first person to capture their opponents’ flag wins. Along the way the players will make decisions each turn they have that will complement the game and its learning objective. During the game each turn while the players make their decisions they earn tiles to help build their way to go capture their opponent’s flag. Depending on their situations which ever they choose tells them how many tiles they will receive. The conflict is introduced and maintained because right away players have to roll a die to see who gets to go first since they are playing to see who will capture their opponents’’ flag by using the tiles that will come from each turn. They can use these tiles to make ladders to advance or chutes to make their opponents fail. Well there are the choices to make chutes to stop the opponent from getting to the flag and even go back to the start. The limitation is fun because it stops the other player from capturing your flag. It contributes to the objective because the players are making decisions that affects them just like with using drugs you make decisions. The game ends with the person who captures their opponents’ flag.

DRAMATIC ELEMENTS

Blue flag

This game is not based on characters. The motivation is to capture the opponent’s flag and to have the least amount of consequences. The challenges would be the situation from the cards the players will draw and the choices they’ll pick. I would say try to achieve getting the most tiles to use it to build the chutes to block the opponent or make ladders. For this game well the players will be in a world where one person is red and the other is blue and they have to capture the flag. The general premise would be that you and your opponent are at opposite sides and you basically have to capture the flag but you have to go through scenarios dealing with hallucinogenic drugs and their consequences. The story uses a branching narrative. Player decisions are important to the game. The game is playful since it’s competitive. For Bartle’s Taxonomy I would say is killer because of the game’s competitive nature would really enjoy this game. Well tension and conflict is introduced by having the players deal with the scenarios on the cards they draw and the decisions they make. The building of the ladders and chutes are important too.

red flag

SYSTEM DYNAMICS

scrabble-tiles

The tiles are the object properties since you are using that to advance to the flag. In the beginning rolling the die is what establishes who goes first. The cards that are drawn for the player and what they choose and what they decide to do with the tiles are important. The game fully support player choice. Well every turn the player makes a decision a new consequence comes about due to drawing cards. They can retrieve tiles. The information that is exposed to the player is that they know they have to use tiles to build ladders and chutes to either advance or block their opponent and they make decisions.

FUNCTIONALITY. COMPLETENESS. BALANCE.

The game is fully functional. The game at this moment is complete but it’s always open to more ideas and suggestions to keep it fresh. The game is balanced. The dominant strategy of the game is to see if you can get the least amount of consequences so you can use the tiles to get quickly to the opponents’ flag. The game is symmetrical.

FUN. ACCESSIBILITY.

The game is very engaging because the individuals who are playing get to make choices that affects their movement to get to the other side. They get to use tiles to move around. This promotes learning because while you’re on drugs you are making a decision and many things can happen while your mind is altered. The whole game is decision based where the player has to make decisions in order to get to the other side. The choices that are meaningful would be if the person chose to make a ladder or chute. It relates to the objective because in the game the person has to see who can make it first to their opponents flag the fastest. I would say there’s always room to add onto the game that it’s not broken. The game is straightforward. The game is entertaining and not boring since you get to be competitive. The obstacles would be if your opponent builds a chute where you have to go you end up going back to where you started from and have to start rebuilding again. Well if you like player choice games this would be fun to you. The game can be learned right away it’s not hard. Well you roll a die in order to see who goes first then they fix their flags, grab their tiles so they can build and shuffle the deck of cards each time it’s their turn they draw a card.

TUTORIAL

The Space Shmup tutorial was very challenging to create since it’s more detailed than the other two prototypes I made. This one was challenging but was interesting I never thought about the detail that goes into creating these games. It’s much longer to create there was more to code. I can say a lot of coding was involved with this. It was interesting I found myself at ease with unity using the system. I’m beginning to become comfortable with following the instructions for the system.

Project 18 Week 8

IMPULSE! 

impulse

The game Impulse! is about the effects of taking hallucinogenic affects and its outcomes. The player gets to act on their impulses in the game where they can choose to take the hallucinogenic drugs and see where it takes them with their character’s life. They will go through the ups and downs of taking these drugs and its their decision if they want to go through a downward spiral in life or better themselves by avoiding or quitting after trying.

SUBJECTS

College_Students_TU

There were 300 subjects that were used and were recruited from a university, 150 males and 150 females. The criteria to be a part of the study were that the subjects that were chosen they had to be students that were enrolled in classes to receive credit. The people who were excluded were individuals who were not in college or were under 18 or over the age of 25. No staff members of the university could partake in the study. The conditions were that the experimental group would play the game. The control group would have to perform cognitive tasks such as answering a telephone to see how they function. The subjects were assigned to the conditions by taking a survey to see where they can be placed. If they took drugs before they were placed in the control group and if they didn’t take any drugs they were in the experimental group. The subject demographics were between the ages of 18-25 years old and various races.

 

APPARATUS

how-many-people-play-video-games_

The materials used was a survey with pen and paper. This was used to establish who belonged in what group for the study. The only materials used for the experimental group which was a game that those subjects would play would entail an application via cellphone or laptop depending on the subject’s preference. A telephone for the control group to measure cognitive tasks. Responses are measured by the choices the subjects make for the experimental group. For the party scene they either go dancing, drinking or they take the drugs. Each decision the subject makes affects the character they are playing as because they are consequences that can either be good or bad depending on what they choose. The control group’s responses were measured by their perception on if they heard the phone, if they decided to answer the phone or not, if they lifted the phone up would be part of their motor skills, how they were speaking on the phone if what they were saying was intelligible or not, and lastly how they reacted to the caller.

telephone

PROCEDURES

club

The conditions that were created for those who were playing a game had to endure situations such as a scene in a club where people will be shown dancing drinking and using drugs to have a good time. The player will be approached and asked if they want to try the drug to have a good time. Another situation would be while hanging out with a friend, the friend pulls out some drugs for him and his buddies to use and the subject will be one of the buddies who will either say if they want to join in because the others are doing so. The control group a phone could ring a few times and when they got to it no one could be on the other end. They would have to answer the phone various times to see how they managed while on the phone. Or the phone could ring like two times and then stop and start up again. The consequences of the player’s actions. The decisions the players made effects their character either negatively or positively. Their character come end up becoming a drug addict with nothing in life or they could go onto having a healthy lifestyle with friend and family. A check was made if their cognitive skills were appropriate under the right categories. The categories would consist of perception, decision taking, motor skill, language skills and their social skills.

-rotary-telephone-ringing

RESULTS 

bell curve

For the subjects that played the game data was collected. There was a normal distribution curve. The 150 subjects who played had had a standard deviation of 85.4 and a mean of 134.8

 

Project 18 Week 7

Delusional Snakes & Ladders

eww

LEARNING ELEMENTS.

snakes and ladders

The game is trying to teach the player the effects of hallucinogenic drugs. The learning experience the player can get from this game are the dangers of hallucinogenic drugs. A player will be rolling a die and having to move to the different squares on the board. Well it shows the player how a person that’s trying to move up in life that they can descend fast while on drugs. This happens by landing on a chute/snake. The cognitive processes are affected. Well cause the person is rolling a die to see where they will land kind of like when a person takes drugs they’re gambling with their life.

FORMAL ELEMENTS.

people playing snake

Six players can engage in the game. The game is very competitive to make it to the top first to become the winner.  The primary objective is to try to make it to the top of the board to win. Along the way the player can fall back to the bottom by landing on the chute they will perceive to be a snake while under the influence of drugs. Rules of the game are to wear the 3D glasses while playing, they must roll a die to see who goes first and after continue rolling the die to see where they land. The 3D glasses are to help give players a hallucinogenic affect portraying the chute as a snake on the board. A player lands on the ladder they advance on the board. There is nothing accrued in the game. In the game the person is just trying to move forward while under the influence of hallucinogenic drugs. Well conflict is introduced and maintained by the placement of chutes/snakes on the board. If the player lands on the ladder they get to move up on the board. Well the game prevents players from moving up if they land on a chute/snake. On the board there will be ladders that are holographic that will also look like snakes. The limitation is fun because it shows the while under the drugs they are seeing the ladders as snakes. Well while playing the game the players are under the influence of the hallucinogenic drugs where they will wear 3D glasses while playing the board game. The first one person to reach the top wins.

DRAMATIC ELEMENTS.

One-Dice

The game is made for multiple players and there is no main character. Their motivation is to win the game and make it to the top. Well when the player rolls the die it affects the character piece that’s on the board whether they advance or not. The challenges that are presented are the chutes/snakes to avoid and to make it to the top first. There are no skills to master since it is a game of chance. The game takes place in a person’s mind who’s under the influence of hallucinogenic drugs. The general premise of the story are that the characters have taken hallucinogenic drugs and they are feeling the effects. There is no narrative for this game. The game is playful since it is a game of chance you don’t know who will win. Most games people play are about skills or obtaining something to move on but with this game the player has no idea how they will do it’s all up to die they will roll and that will dictate the speed of the game. For Bartle’s Taxonomy the player who will enjoy this game would be the achiever because they will want to dominate and win in the game. Tension is controlled in the game by having the players roll a die so there movement in the game is unpredictable. The players could land on the chute after working to move up. Resolution is controlled by having a fixed place on the board at the top.

SYSTEM DYNAMICS

keep calm

There is no building in the game. In the game there are no object properties to collect or obtain. The player does not need to buy anything for the game they are just rolling a die to advance their character. The basic relationships between the system elements are the player has to roll the die to move around the board and hopefully avoid the chutes and aim to land on the square that has the ladder. No the game system does not exist as a game economy. There are no new systems that emerge from the game it is very straightforward and limited in what can happen. The chutes and ladders are presented on the board they can see them. They know what each do if they land on it. The players cannot control the system since it is a game of chance but the die the roll controls the outcome.

FUNCTIONALITY. COMPLETENESS. BALANCE.

bear

The game is fully functional. It shows the cons of being on drugs. The game I would say it is complete. The game is doing its job to show the dangers of being under the influence of drugs. The voice not being represented would be reality since the players are being manipulated. The game is balanced. There is no strategy for the game. The game is symmetrical it has flaws to impede players while it also has the ladder which help advance the players on the board.

FUN & ACCESSIBILITY.

3D glasses

The game is very engaging because it makes the players want to win. There are no meaningful choices in the game. The game is straightforward. The game is a lot of fun since it is a game of chance. I would not say that it is boring since the game is unpredictable. The calamities are the snakes on the board. The game is very easy to play. A player can learn how to play the game right away it’s not that hard to understand. Players learn how to play the game by reading the rules which state that they must be wearing the 3D glasses throughout the game to mimic the hallucinogenic drugs and they just have to roll a die.

Project 18 Week 6

Video Games to Prevent use of Hallucinogenic Drugs

Video game Benefits

College_Students_TU

SUBJECTS.

My populations of interest are young adults between the ages of 18-25. The subjects were chosen from a university campus where they were recruited. The subjects had to be enrolled in classes. The conditions were that the experimental group would play the game. I assigned the subjects to the conditions to how they answered questions to a survey that was given and their answers determined where they were grouped. If they have not tried any drugs before they were put in the experimental group. Those who have tried drugs before were placed in the control group. The control group had to perform cognitive tasks such as answering a phone to see how they will function. The screening criteria in order to be a part of the study is that the individuals would have to fill out a survey to find out if they had ever taken any drugs. This was to determine who belongs in what group. The people who were excluded were individuals who were not in college or were under 18 or over the age of 25. The subjects that were between the ages of 18 and 25. There were 200 males and 200 females who participated in the study. They all ranged from various ethnicities and ranged from freshmen to seniors. Subjects were motivated because they would receive gift cards upon completing the study. They would receive American Express gift cards that were worth $50. The subjects will receive course credit for taking part in the study.

APPARATUS.

how-many-people-play-video-games_

Materials used were a pen and paper for the survey, for the game via cellphone or laptops, and for the control group a telephone. Stimuli in game would be the scenarios of where drug use would occur the players would observe. Such as in a club a party scene observing the people dancing, eating, drinking, talking or even doing drugs. The player can communicate with other party patrons and engage in activities. For the control group there will be a menial task such as answering the telephone. Stimuli for the party scene would be the behaviors observed by the player such as drinking, dancing, eating, talking or doing drugs. The player has a decision if to engage in these behaviors. Control group will be presented the telephone in a room one by one.

telephoneThe experimental group will be measured by their decisions they made and the consequences whether they are positive or negative. The control group will be measured on if they answer the phone, how they answer it, and their speech.

 

PROCEDURES.

teens-using-drugs

Some conditions the experimental group would encounter would be putting them to hang out with friends in the game where all the other buddies are taking the drugs and when it comes to their turn if they want to join them or not. This would be a situation of peer pressure being present. Another condition would be while in the club since everyone is drunk or on drugs are having a good time someone can come up to the subject and ask if they want to have a good time by taking the drug.

-rotary-telephone-ringing

For the control group conditions as the phone ringing only a couple of times not enough for the individual to get to it. Or the phone ringing a lot and when the subjects gets to it the person hangs up. Experimental group must decide what they want to do in the game. The control group can answer the phone or not. Those playing the game were told they could beta test a new game and were not informed of the study. The others were told that a phone would be ringing. Data for the game was collected by choices made and if the character would become a drug addict or have a great lifestyle with family and friends. The telephone helped test the subject’s cognitive skills such as perception, decision taking, motor skill, language skills and their social skills.

 

 

 

 

Project 18 Week 5

HALLUCINOGENIC DRUGS 

Halluncinogenic Drugs

TOPIC OF INTEREST.

ecstasy-pills

My topic of interest are hallucinogenic drugs that alter the perception, awareness, thoughts and feelings of the person who consumes it. These drugs can cause hallucinations such as images and sensations that are perceived as real even though they are not to the individual who is under the influence of the drug.

WORK IN THE FIELD.

  • There have been studies where executive function deficits were observed in the individuals who took ecstasy. It was criticized due to conditions of the person inhibiting lack of sleep or taking other drugs while having been on ecstasy.
  • People have used electroencephalography (EEG) to observe serotonin dysfunction of users of ecstasy.
  • Cognitive task requiring attention while statistical parametric mapping reveals the brain activity provided evidence of no difference between the two by using Positron Emission Tomography.
  • A survey conducted that included college age students who partook and answered questions whether or not they think a drug was legal. They were questioned about if they ever got arrested for possession, or if they ever took salvia, bath salts, marijuana, or if they use alcohol.
  • Participants were given an anonymous questionnaire which had 96 questions and the individual had to fill it out.

salvia-divinorum

WHAT NEEDS TO BE DONE?

If surveys are to be taken they should have detailed questions about the drug and the user to gather more valid results. Some questions that remain would be if these drugs are more susceptible to young adults rather than adults? Does the quantity of the drug do more damage than taking the drug over time? Current theories might be challenged because most of the results are inconclusive. Either the study has not provided enough evidence or the users were compromised by using other drugs that affect the outcome.

HOW STUDY WILL FILL IN GAPS.

wallpaper

My study will fill those gaps because it will be more geared to understanding how the drug affects the individuals who take them. It will give a better understanding of how the person behaves cognitively and socially

THESIS.

Video game tester

It is predicted that in this population of at risk converts or those who are using hallucinogenic drugs that a game based learning intervention might reduce the chances of taking these drugs.

Project 18 Week 4

Hallucinogenic Drugs 

Halluncinogenic Drugs

RELATES TO PSYCHOLOGY.

The cognitive process that I will be studying is perception. How the perception of the person who consumes the hallucinogenic drugs are affected. The combinations of the processes that I will be studying are the effects of attention on perception.

http://https://youtu.be/tVgOLWVYytM

SOCIALLY RELEVANT.

My study is socially relevant because according to the National Institute of Drug Abuse drug use between individuals who are between the ages of 18-25 years old is higher than any other demographic who use hallucinogenic drugs. The ages 18-25 are aimed between college students and those who are fresh out of high school. At the age of 18 a person is trying to figure out whether they want to attend a university or seek other opportunities to better themselves.

ORIGINAL WORK.

The unsolved problem my study will address is are the effects these hallucinogenic drugs have on attention and perception on the individual who consumes them. It’s to help educate people who take them besides from reading a pamphlet, possibly by playing a game they would understand the consequences from the actions they take. People can just read information and not really take it into consideration but actually letting them play a game will give them a visual aid to show them how their attention and perception will be altered while on drugs.

INTEREST.

The reason why this topic interests me is because I’m between the age group who is at risk to use the drug frequently. I’m also interested in anything that alters the mind hallucinogenic drugs put you in a fantasy and dream state. The increased rate of the drug use is very alarming since as a college student I understand the want to escape sometimes from reality. But I understand to not use those type of drugs so I can have a clearer mind and to not be in a daze and that I must deal with my issues head on. Yeah there’s always temptation to try something new but I think it’s all about a person’s state of mind and how they perceive things. I can say for this project educating people through video games is more fun I love playing games.