Research Domains
Almaprism conducts research in two domains: applying video game technologies to existing methods and developing novel methods based on the affordances of video game technologies.
Developing neuropsychological measurements through video game applications
Human cognition is complicated. The application of video game technologies to cognitive science is a relatively new endeavor, and efforts need to be aligned with the existing science and literature of the field.
As part of this effort to ensure our development dovetails with the existing knowledge base, Almaprism conducts research on the potential of video game applications to yield neuropsychological metrics. For example, constructs like “planning”, “inhibition”, and “working memory” have a long history in cognitive science, but it is not yet well known to what extent those constructs can be replicated or reliably reflected in complex, multifaceted digital interactions such as those in video games. Almaprism is working towards elucidating the conditions needed to make such measurements work, and how such capabilities may be validated rigorously.
We believe that progress in this domain will help close the gap between the complex interactions common in video game design and the psychometric rigor needed for neuropsychological research, leading to greater usage of and new initiatives in video game technologies applied to cognitive science.
Developing novel measurements and experiences based on video games
Anyone who has experienced deep immersion in a video game will know first-hand how a carefully crafted game experience can leave deep impressions on a person’s psychology. Video games combine worldbuilding, visual effects, music, feedback, level design, and many other components to create a unique, memorable experiences for players. Additionally, such deep video game experiences can have many parallels to real-life situations.
At Almaprism, we aim to parlay this powerful potential of video games to develop novel technologies and applications in other fields. For example, we are currently conducting research and development to utilize the complexity of video game environments to provide specific, personalized advice to players as a new intervention tool for medical settings.