Research and Data


Exmaple

Data Analysis

Data Analysis and graphs would be collected as qualitative ( examining the reactions of the subject playing the game) and quantitative data ( collecting data by having a test group rate their feelings towards spiders before and after game exposure on a scale)

These would be then organized on an infographic you can quickly scan over and understand the positives that come about with my game.


Footage

Prototype

The prototype will be in the form of a video game demo. As of now, I plan to demo a section of my game by creating it in the field of one phobia, Arachniphobia (Fear of Spiders). It will be implemented into VR equipment and testing will be done by having individuals exposed to and playing the game. The equipment is available here at school so experimenting on individuals will have to be done in the same space physically, but the actual mechanics of the game take place digitally. Because the game-building process is a long one, there will be a limitation on its complexity which could cause some limitations to how effective the game will be.


Testing

Data Primary

Prior to the closing of schools, my plan for Gridlocked was to make use of resources at Pomperaug. I had planned for the production of a Demo VR Game and would have conducted an experiment using a VR headset that was available, but because of the closing I can no longer implement my game on actual VR Headset Gear and as a result, cannot effectively test the results of my VR game. If I had the VR technology available, I would gather data from my actual testing of the demo, in the form of an experiment. My experiment would have 2 main stages; the first stage would question a small group of individuals, ideally ones who have phobias. These questions will help gather information about the state of their phobias before the game for comparison to their state after exposure. The second stage would work to expose the individuals to the game over the course of a few days and work to use desensitization techniques enhanced with gaming mechanics, psychological aspects, and scientific accuracy. Questions will proceed with the exposure to note any differences in the state of their phobias before the game and after.


Agreement

Mentor Involvement

Carlos E Santibanez Lopez is a postdoctoral researcher at Eastern Connecticut State University with extensive research in the biological field of arachnids, providing me assistance with information on spider anatomy and behaviour to better make the spiders in my VR Game scientifically accurate. This is an incredibly crucial aspect of my process because effect desensitization relies heavily on exposure to an actual embodiment of the phobia, having scientifically inaccurate spiders would significantly decrease the game's efficiency.