Experimental Games, Game Dev Adventures!

Making “Prideful Eyes”

Game download and play instructions in the portfolio.

PridefulEyes_Splash

Inspiration

Theme: Pride

(as in the most deadly sin)

This is the first time that I was given a theme and couldn’t come up with a single idea! Literally! I could have spent the entire week just trying to come up with an idea! When I asked my Dad what kind of game with pride I should make, he suggested a game about lions. Thanks, Dad.

Luckily a game idea that my brother had pitched me last year came to mind, just like it does every week when my bro says, “Why haven’t you made my game yet?” Well, I still haven’t. But his game pitch got me going on this game.

Development Journey

I started with the main character. Since you were a shadow that means that light destroyed you. So light was the prideful enemy.

I also chose to go with a simple camera again. This was a slight variation of the camera from To Save or Not to Save. I did play with making the camera rotate, but I found It distracted from the lights, the theme (pride), and made me a little dizzy. That last one aside, I really liked the idea of thinking you only need to see what’s in front of you, but if you’re not careful the lights come from behind and get you! It made the gameplay more fun with this simple camera.

Initially, I had a bunch of blocks that you could move around to stay hidden from the light (being hit by light = death). But in the process of game development, and with my level design, I soon found that it was more fun to use the blocks to mutually destroy the light.

Next was the light. I wanted it to look dark without being dark so I made it red in a dark blue reality. I also wanted the player to see the light in effect searching for the shadow to destroy it. Originally I had it shooting out four spheres — one in each nautical direction. The plan was to have the main light rotate (you can’t tell, by it is rotating the entire time), and have it fire out these search spheres every 0.5-6.5 seconds. Then a happy accident happened: to track the search spheres I made them children them to my mother light. Since the mother light is rotating, once the search sphere shoots out it begins to rotate around the center on an ever-increasing outward projection: a circular movement outwards. The effect took me quite happily by surprise. If I had been intending this behavior I’m not sure I could have achieved it, but this happy accident gave life and interest to my enemy light in a way I could not have predicted.

I wanted the whole feel of the game to be dark. Not creepy, but strange to the player. Light, which normally gives us hope, and life, the enemy. As a shadow, your very existence depends on light, but too much light and you are nothing. So rather than use a nighttime sky to place my character in a world, I thought, “Why be in a world at all?” So I added a galaxy skybox to make the game feel unworldly.

Cool Things I Learned

On the scene reload my scene was very dark, unplayably so, and got darker each reload. This is because I had a lot of dark, baked lighting. Layer that all on top of each other and it keeps getting darker and darker. The solution is to turn off auto-generated lighting. This youtube video was helpful. https://www.youtube.com/watch?v=F-aUMLdIxRY

Childing objects is an easy way to get cool effects. Since my child lights were ever moving forward in their forward direction, and the parent is always rotating, it gave a fascinating, yet simple to implement effect with very little effort, and no math involved.

Ideas for Future Development

There is no winning with pride.

Once you destroy all the lights you have destroyed yourself. I would add a blackout. There is no winning with pride.

My brother suggested particle effect moving in towards the center light so the player has a feeling that they can move into the light – I wonder if these effects are instead shadows that only get destroyed when they touch the light.

He also wanted a way to pick up and throw objects to make it easier to destroy things. That is also a good idea, but I’d be sure to keep the free form physics too. Most games like this one limit your physics capability to grabbing the object and then moving, but I really liked the free form feel of these blocks. But it would also be fun to pick them up and throw them.

My friend suggested that the blocks could be important statues or books that the player is destroying. I like that idea. Especially the statue idea. In the game world, they don’t even have to be anyone the player recognizes as important. But statues are difficult and expensive to make. Which means they are only made for/of “important” people. Destroying statues is disrespectful to religions, cultures, nations, and your mom. It’s prideful. That’s why I like the idea: giving the shadow his own deadly pride. In pride no one wins: so I’d be careful to carry on the theme of mutual destruction.

Experimental Games

Making “The Dangerous Unknown”

Go here to download and play the dangerous unknown. 

The dangerous unknown is an experimental twist on hidden object games. I made this game concept in less than hour.

Inspiration

Theme: Hidden Object with a Twist

I literally only had about an hour to make this game, but previously I had brainstormed some simple ideas. A common theme arose: what if the object you are locating bites back? It’s almost like the game doesn’t want the player to play: because the player gets punished for doing the only thing they can: find objects.

Development Journey

I knew the game would only play with player feedback, so I set out to implement the simplest of mechanics (tapping on an object to “find” it) and then implemented audio and visual feedback.

The entire game concept is a simple 2D orthographic camera, some UI elements, and I had the concept made: a flat map with the objects on top, which switch to a “found” texture, apply blood splatter to the screen momentarily, and plays one of two pain sounds.

Cool Things I Learned

“Code doesn’t always have to pretty, but it always has to get the job done.”

-Nancy Newren, Experimental Gameplay Engineer

The first thing I learned is that I have gotten a lot faster at prototyping. It’s certainly not my best work or my best concept, but knowing I had an hour I made deterministic engineering decisions to not architect a game that I could build on, but rather chose engineering design that would enable me to make the game work. I cut decisions like modularity and optimization, and opted for simplicity. I think it’s important in development to be cognizant of best practices and to know how optimize and make code modular, but to also be aware of deadlines and all important feature richness. Code doesn’t always have to pretty, but it always has to get the job done.

As I mention frequently I love designing games that can be played without explanation. So I had a friend in front of a class play my game. From the first “bite” the entire class jumped. I think that was the most enjoyable part to me. A feeling of being pranked prevailed. It was fun. And not just for me. It was also interesting to tap on these objects and see and listen to the feedback.

But even though the game was simple, I still learned some simple things. First: it didn’t read like the player was being hurt, it felt more like the pain sound was coming from the squished spiders. To resolve this I think a squish sound that is layered with the pain sound would help. Also, it would be good if the player didn’t necessarily get hurt each time. That way the player associates the squish sound with the spider, so the pain audio must be coming from a different source. Finally, I would also stagger the audio so they don’t play at the same time, though they could still overlap. This would increase the ability of the player to separate the meaning of the different audio.

To make it clearer that it is the player that is taking on pain is a border located blood splatter: instead of having the blood splatter cover the center of the screen, have red along the borders. The intensity and amount of red then can reflect the amount of pain the avatar is feeling. This plays well in other games this way and I think would translate well.

Also, I had to google blood splatter again as the stuff I had wasn’t a good fit for this game. If you don’t have a strong stomach, don’t google “blood splatter.” Just saying.

Ideas for Future Development

Found object games are typically played as static images and you located images within the image, but I think they would be more interesting if they were almost 3D: A “static” image with moving objects that you are searching for on the screen. This would add life to the game and make for more interesting gameplay as not all the objects may be visible all the time. This could potentially add to frustration as well. But adding things like timers, or find X when there are Y (where X is of course < Y), could dissipate expectations of finding all the objects.

I would really play on the jump scare, but keep it fun. I’m not personally a huge fan or horror, but I like a good scare and Half Life will forever be one of my all-time favorites. But I think the buildup of the scare and the buildup of a joke are similar. I spoke with Jose Zagal about wanting to keep the jump scare fun and he mentioned these similarities and how it’s a buildup: you build up to the punch-line or the scare. You do it again. And then sometimes you have a relief instead: in terms of horror this would be the audience thinking that a monster is about to attack but it turns out to be a cute cuddly kitten. The buildup of anticipation is what creates the pay-off of the scare/punch-line.

I particularly had the idea of a two level puzzle for this game: you are using your finger to squish spiders, but that can back fire, so if you find a different object to squish them with you might have some better luck. This is where the buildup comes from. There’s quite a bit of tension in the game design for a game like this: as a designer you need to keep the game predictable enough that the player can play the game, but not so predictable that there isn’t any challenge or surprise to it. There is also the biggest source of frustration for a puzzle gamer: knowing what you need to do and not being able to do it. It’s why I rage-quit The Turing Test. With this kind of puzzle game though, which would be building up jump-scare tension, it adds an additional layer of tension: that is player expectations of what should happen and whether what does occur fits within the boundaries of what the player would accept. It’s not always easy to tune all of these variables, but if you do it right it can be a very enjoyable experience for the player, even while they’re screaming.

Ph.D. Adventures!

COVID-19 Craziness (Ph.D. Year 1, Spring Week 10-13)

TLDR:

Crazy couple weeks! I went from a laid back lovely spring break and celebrating my wedding anniversary early because we didn’t have the kids that weekend (week 10) to the craziness that is the COVID-19 pandemic. online courses, increased workload, locked indoors, homeschooling my stepchildren, trying to keep up with research (which we’ve had to redesign due to the pandemic), and major depressive episodes (week 13). Man, I’m tired. 

For the Interested Reader:

Accomplishments

Eliane and I are in the middle of redesigning our research project and updating our IRB application in light of the pandemic, school closures, and recent stay at home orders. We can no longer perform our field observations as schools are shut down. I am continuing to work on the PhET simulation redesign based on our HCI and educational design theory to test in a lab study most likely as an A/B test.

Homeschooling two kids as a Ph.D. student is no joke. I’m pretty proud of what I’ve been able to accomplish despite losing half of my days, and I didn’t quit any of my classes, However, there has been a marked decrease in performance in my most time-consuming class. I simply don’t have time for it. I have been in conversations with my professor and he has given me some lee-way, but not as much as I really need. He was really nice though and told me he thought I was doing well in his class especially considering my extra constraints since the pandemic. I am most likely switching that course to CR/NC to relieve some of the stress I’ve been feeling, which is in alignment with the advice I received from my doctorate mentor.

Eliane and Rogelio both independently sent me an email about the same fellowship which is meant to serve as an augmentation to other funding. I’m going to start working with them to apply for that.

What’s next

  • Finish up work on the IRB application. We only have a few sections left now.
  • Continue making updates to PhET
  • Apply for the SigHPC fellowship
  • Survive the rest of the semester
  • Reach out to my therapist

Roadblocks

Not enough time in the day/week to accomplish all the extra tasks that have been put on my plate since the pandemic hit the U.S.

COVID-19 Craziness, and LIfe

Homeschooling my kids has thrown a huge hurdle in my path. I spend mornings and early afternoons with them, basically not accomplishing anything of my own (though I do attempt it), and then spend the rest of the day trying to fit my stuff in, including some self-care,  and trying to get enough sleep. It’s not really working for me, but we don’t have any alternatives.

I’ve been struggling with a depressive episode triggered by the fallout of the pandemic (the pandemic itself hasn’t worried me, it’s been all the repercussions in my life and the lives of people I love that has caused it). So to look on the bright side, it’s a great time and opportunity to work on some old issues that resurfaced and to reflect on how far I’ve come! Depression isn’t a norm in my life anymore and I know that this will pass. In the meantime, I recognize it would be wise to get some professional support so I can stay safe and be the best mom/wife/sister/friend possible. I can’t do that if I don’t take care of myself.

I told Eliane I really want to focus more on games research and so I’m going to be working with Rogelio as my advisor, and that I want her on my committee. She was super supportive and I’m looking forward to having her on my committee as all my interactions with her have been extremely positive and she knows a lot about educational technologies which will be great insights to have. She was going to fund me over the summer before that conversation, but she has other students she’s working with that she may throw that funding behind now (which I completely understand and support), so I most likely won’t have a job this summer. I haven’t decided if that’s good or bad, but it’s definitely an added stress. My husband is an essential worker, but if he gets sick… well, I’m praying he stays well! 

Right as the pandemic started to spread in the U.S. I (made my kids) play the board game Pandemic. As a mathematics undergraduate, I learned about the basic SIR (Susceptible, Infected, Recovered) models used to study infectious disease. I wanted my kids to understand how infectious diseases spread and that there are things that people, public health specialists, medical professionals, as well as scientists and innovators can do to help when a pandemic happens. It wasn’t much of a success the first time, however, I played again with my daughter a few days later and I am proud to say that we beat every outbreak quite handily.

In times of crisis, it’s important to focus on things that bring you hope and joy, and to find gratitude in the little moments. I love that playing games was recommended by health organizations as a way to cope with this crisis! #GamesForChange

The earthquakes that hit Utah really shook our home and did some damage. as well as really upsetting a member of my family. I feel like part of my job as wife/mom is calming down all the anxiety and stir craziness that’s happening. So to anyone who is struggling, remember the good things, be grateful for the small things, and be hopeful for the future of things, and remember it’s okay to have a bad day.

“Everything works out in the end. If it hasn’t worked out, it’s not the end!” -Unknown

 

Cool Stuff!, Ph.D. Adventures!

Jump on Those Spikes! (Ph.D. Year 1, Spring Week 9)

TLDR:

We went to the classroom this week and did an initial observation just to get a feel for what it is like in the classroom, and to get an idea of what it will be like when we’re in their gathering data. Lots of course work and some personal goals that I’ve been working towards that are taking up a lot of time. I have now collected all 40 charms in Hallow Knight and have received a blessing that gives me soul when I sit on a bench. Right now I’m sitting on the bench outside the last boss.

For the Interested Reader:

Accomplishments

I listed all of my accomplishments above and so I’ll just go into a little more detail about Hollow Knight. The White Palace, which one must complete in order to receive all of the charms, is a platforming challenge nightmare. For fun I read a walk-through of the White Palace and instead of directions like go here, do this, move left, jump right, etc., the walk-through (besides suggesting different charm combinations which was useful) literally said that the White Palace is a very difficult platforming challenge and you will find yourself very irritated unless you have a lot of patience.

So I got to practice my patience. Ha ha. I want to emulate the kind of calmness while going through tough challenges like the White Palace that I want my children to have. So if I found myself getting too upset I walked away from the game.

Some of what makes the White Palace difficult is, in performing platforming challenges, you never know in Hollow Knight where an implicit checkpoint will be. If you fall back to a previous point you start back from there. And implicit points only occur where the knight can stand still out of danger. There are very few points for the knight to do this in the White Palace with long difficult challenges everywhere between. However, I did feel that tree designers did a good job of placing these implicit checkpoints.

While I was playing the White Palace on Sunday with my brother and husband watching I tried to stay alive while they tried to figure out a good strategy for me to proceed. It worked! An it made the challenges a little more fun as my brother and husband also pointed me to strategies that led to certain death: jump into those spikes! Which I did.

What’s next

  • Mid-semester update to Dr. Eliane Wiese
  • Create some redesigns for the polarity simulation
  • Course work
  • Personal goals

Roadblocks

I know my course work is suffering because of personal goals that have come up. I’m lacking the motivation to work on my course work because of these new personal and professional goals.

Cool Stuff!, Ph.D. Adventures!

So Far So Good! (Ph.D. Year 1, Spring Week 7)

TLDR:

I stuck with my research time and was able to make an outline for my literary review and recoded some of the articles within my literary review. I’ve also set out a timeline for the rest of the semester for the simulation educational research I’m doing with Dr. Wiese. And I went to Nevada for the weekend to visit a family friend. I also now have a 38 out of 40 charms in Hollow Knight.

For the Interested Reader:

Accomplishments

I listed my accomplishments in the TL DR. One thing I didn’t mention is that I started doing Hackerrank challenges in C++. I’m doing one challenge a day pretty much. It’s been a lot of fun; once I finish a challenge I ask myself if I can do it better, if I can do it in place, if I can use a different structure, etc., and I think through those things since that’s usually how my technical interviews have gone. It’s also fun just to see if there is an improvement that can be made.

What’s next

  • I need to create a 3-week plan for Dr. Wiese on for what we’re going to do for the next three weeks.
  • I need to look into creating an IRB for my researcher with Dr. Wiese.
  • There is an article I need to read called fostering the intelligent novice.
  • Figure out how to do citations in latex.
  • The stick with my research times and keep plugging away at my literary review.
  • As always, coursework.
  • Personal goals.

Roadblocks

  • Figure out how to do citations in Latex

 

Ph.D. Adventures!

Meeting with Myself (Ph.D. Year 1, Spring Week 6)

I’m using text-to-speech to write this week’s blog. Please forgive anything that I missed correcting.

TLDR:

This week I got scheduled. I scheduled a time to do my research. I also got a mentor to hold me accountable for my research times. It’s actually opened up my schedule to have these times set. I survived my heavy course load and even with that I still held my meetings with myself and read through six articles related to my literature review and educational game design research.

For the Interested Reader:

Accomplishments

I spoke with Rogelio last week and chose two times to be held accountable to do my research. During those times At the beginning, I tell him what I would like to focus on and/or accomplish, and at the end of that time, I tell him what I accomplished. I could make it better by sharing what I will focus on for next time. Having this time set aside has really helped me to focus on my research and put it first over other school and Ph.D. related activities. These times are meetings with myself. So if anyone tries to reschedule during those times, I just tell them that I have a meeting. 

Despite my heavy course load being able to keep to my research was a very big accomplishment for me, and I was also able to complete all of my coursework and last week was my heaviest coursework load of the semester. This shows me that this is something that I can stick to you even in the future. The two times. They chose our short periods of time 1 to 1 and 1/2 hours and yet even with just two of those times. I am much further along than I would have been if I hadn’t set that time aside. I use this in other areas of my life to schedule other things that I have been deprioritizing. Even just giving them half an hour to one or two hours, then they don’t fall by the wayside and never get any attention.

What’s next

  • Make an outline for my literary review. 
  • Make a mapping function between usability heuristics and instructional design.
  • Coursework 
  • Personal goals

Roadblocks

Patience. Getting better. Taking time for self-care. Taking time to enjoy life.

Ph.D. Adventures!

More Here, Less There (Ph.D. Year 1, Spring Week 5)

TLDR:

Last week I began examining the relationship between usability heuristics and educational technologies design. Celebrated my husband’s birthday with a fun trip out of town. I caught up on my homework that was due at the end of the week, and now need to do all the coursework that is due this week. It’s shaping up to be a very busy week. I finally beat The Collector boss on Hollow Knight (he killed me a lot).

For the Interested Reader:

Accomplishments

Are we missing simple usability considerations in the design of technology? Given the task to examine educational technologies design I decided the best place to start would be the simplest: to examine the relationship between usability heuristics and educational technologies. 

Celebrated my husband’s birthday with a fun trip out of town. I didn’t take any pictures, but we had tons of fun with the kiddos.

I still feel like I’m recovering from last semester. Though the more we progress in this semester the less angry I feel about courses. I’m not feeling my assignments.

What’s next

  • Make notes and hypotheses about how simple usability heuristics can be molded for educational technologies.
  • Coursework (two big projects, daily homework, and an exam)
  • Personal goals

Roadblocks

I’m an all-in kind of gal, and so I’m having a hard time putting more focus on my research (for which you receive zero feedback on “grades” during the semester, you just get one at the end), and not doing all I can in my classes (for which you get told how “good” you are constantly, which I feel is really more of a reflection on how well the teacher is teaching/how interested the students are despite the teacher, than how “good” a student really is.). So I find myself doing less all around rather than more here and less there.

Ph.D. Adventures!

Starting Spring, in the winter… (Ph.D. Year 1, Spring Week 4)

TLDR:

I started working with Dr. Eliane Wiese on designing and now jumping into a research project for the semester on how to improve educational technologies’ design. Rogelio helped me craft an awesome HPC-enabled long-term research project and apply for the DOE CSGF. I applied for an EPIC internship, I would like to apply for more local opportunities. I also moved my semester plan to Asana: making my weekly tasks and semester-length goals all visible in one place. 

For the Interested Reader:

Accomplishments

Winter break was really fun, despite being ill for the entire month of December. I am feeling well again. Probably it was a side effect of being burnt out at the end of the last semester.

Eliane has been great to work with. She has taken into account the work I started with Rogelio last semester (the lit review) and has encouraged me to continue onward with that. We both discussed research goals for the semester and were able to create a research plan that satisfies both of our research goals and interests.

I was helping my little brother apply for full-time jobs and came across an internship opportunity for myself and so applied. I would like to get a local summer internship if possible or get research funding for the summer.

I applied for the DOE CSGF! It was a race to the finish line and there is no way I could have done it with my advisor’s, Rogelio’s, help, who is a CSGF alumni. I haven’t met anyone else, maybe Julian Togelius?, who has the combined expertise of game design, AI, and HPC knowledge to have helped me craft the research project that is HPC-enabled for the CSGF fellowship. Since I majored in math Rogelio let me choose my math courses for the plan of study. I wasn’t sure what would be best (having already studied probability and numerical analysis) so I gave my brother Elijah a call who got his Ph.D. from the University of Utah. Turns out… Elijah is also a CSGF alumni! WHAT?! My mind is freaking blown!!

My semester plan is now digital. Last semester I had tasks and goals in at least three places digital and handwritten. It got hard, and a bit tedious to keep track of some things. I just did it last week. So far so good

I am really glad I decided to only take two classes this semester. Between being in two labs, course work, and important personal goals, I don’t have a lot of spare time. I had to tone down and reprioritize my goals for this semester, and with a maintenance goal of taking time each day to enjoy life (playing games, doing self-care), I am enjoying this semester much more than last. I have found that since I am so burnt out from last semester that taking time to play games has been very important. So I typically play games right when I wake up and have found I am waking up earlier because when I wake up I get to start my day with fun, and then I have time to do important tasks for the rest of the day. When I wake up and don’t let myself play I end up sleeping in instead, being unproductive, or worse, being grumpy. I also take a break when I get home, relax as much as possible between projects, and watch shows or read before falling asleep. It’s been working fairly well. 

What’s next

  • I have five readings from Eliane (one of them is from my lit review) that I need to glean design “theory” from (mostly hypothesis at the moment) this week
  • Course work
  • Celebrating my husband’s birthday
  • Update my website domain
  • Update my website portfolio
  • Apply more summer internships (looking local only for now)
  • Do some c++ prep since I haven’t been programming in c++ for a while
  • Maintenance goal: self-care and fun

Roadblocks

Still recouping from burn out from last semester. Not sure how long that’ll take to recover from.

Not sure where to find local internships of interest for the summer.

Ph.D. Adventures!

A Minority (A Personal Rant and My Hope for the Future!)

As a female in games and an engineer to boot, I am in an extreme minority. I rarely see and interact with women in my field. This is a travesty! Women gamers now make up 40% of the market. Where are the female developers? I think part of the problem is in not encouraging women into the games field, and also not fully supporting women in their many roles, especially when they enter this extremely male-dominated field. An example of the latter is not providing maternity leave for Ph.D. students. I believe that women have every right and should have all the support to pursue both career and family goals. If you don’t support women in both areas, you’re not supporting her! I hope as a woman determined to pursue both family and career desires, to be a model that other women can see and find encouragement through: that it can be done! You don’t have to sacrifice one for the other! I hope to find this true! I hope that schools will reform their leave policies to provide pay for female students on maternity leave, especially in STEM fields! I am a firm believer: if there is a will there is a way! And I believe that being a woman in games should not be a hard, lonely experience. (Shout out to all the men and women who have supported me in my role, especially my mom who role-modeled to me that a woman can do anything!)

Ph.D. Adventures!

Understanding Literature Reviews, Game Genre Trends, Psychotherapy Games (Ph.D. Year 1, Fall Week 14-15)

TLDR:

I computed the literature review cycle and have begun to code and exclude papers based on their abstracts. My Data Vis course team finished a visualization for game genre trends (check it out!), and my HCI group finished up an MTurk survey and created a poster based on our academic results from our literature review, interviews, and the survey. Three final projects down, two exams, a lit review draft, a scholarship to apply for, and one last final project to go: and that’s just the next 7 days!

For the Interested Reader:

Accomplishments

Lit Review

I have learned a lot about Zotero, scientific paper databases, and literature reviews these past two weeks. I understand now why there aren’t very many literature reviews. I pulled al the papers that I want (just over 100), and now I need to code (i.e. categorize) them and exclude several because in order to pull relevant papers from certain databases I had to be more lenient with my search terms (e.g. I removed a “forced” term to include more papers) and as a bi-product I now also have more papers that are not relevant to my research question. Rogelio gave me great feedback last week and suggested I aim for a first-pass read through draft by end of the semester which I feel is doable.

To give you an idea, even with the limiting search parameters I have ended up with just over 100 papers. Let’s say it’s 100 for now. If each paper is on average 10 pages long and I exclude 15% of the papers, that is 850 pages of technical writing I need to read to write the paper. 

IEEE TOG Journal is having a special issue on serious games for health and I am wondering if they would be interested in a literature review… so at this point, I might pivot my research question to answer the special issue topic. It will be a tight deadline to hit.

Exploring Game Genre Trends

This last week my team for Data Visualization finished our project on exploring game genre trends. It was very interesting being able to go through and examine all the data with our completed visualization. I worked on the infobox, interactive (and animated) wordle, did nearly all the styling, and some supportive code structure. As a team, we designed all the visualizations and interactions together. I rather like how it turned out. You can check it out on Keith’s webpage (To launch the visualization scroll to the bottom of the page).

Psychotherapy Games

For HCI class I had the good fortune of having a team that was happy to pursue my interest in psychotherapy games. After reading over 20 articles related to the area we decided to explore, academically (not in a research capacity) the attitudes people have about games and how that may, or may not, influence their attitudes towards psychotherapy games. We conducted interviews and an MTurk questionnaire. As it wasn’t officially research I can’t share the results of our investigation (as human research has ethical standards to project participants, we would have needed to get approval of our IRB in order to share our results), but it did get me more excited about the idea of using games in psychotherapy and there is certainly plenty of room for interesting research in this area.

What’s next

Got to do these things:

  • Submit my application for Google’s Women Techmakers scholarship (Due this Friday 12/6)
  • Write up a first pass draft for my lit review (This includes completing the coding of the papers I pulled based on their abstracts) OR pivot and write a literature review for the IEEE TOG special issue
  • Survive the end of the semester: two exams and one more final project to go!
  • Finish registering for Spring 2020
  • Read the many papers that have been sent to me to read from my advisor, Julian Togelius, and my peers.

Roadblocks

Still unsure what to fill up my spring semester with. Lots to do, not a lot of time and I am sick again — lost my voice. Should be a fun week.