The game mechanics are very simple. In the game, the player is presented with a series of single objects. For each object, the player presses the space key, except when presented with a rare 'no-go' object where the player has to inhibit the key-press response. The identity of the no-go object, or class of objects, is revealed at the start of each game but is different across games. The game objects are constructed from three dimensions: colour (e.g. red, blue), pattern (e.g. solid fill, vertical stripes), shape (e.g. triangle, hammer). The no-go objects can be defined by one or more of these dimensions.
Game difficulty is adaptive insofar as player performance alters several key variables. For example, the probability of seeing a no-go object decreases with each successful withholding of the key-press response (or increases with unsuccessful attempts). Training is complete when the player attains, and successfully completes, a level with the lowest probability of seeing a no-go target (i.e. the most boring level!).
To improve training engagement, the game includes a number of gamification elements including scores, high scores, bonuses, etc.
Performance data for each trial is uploaded, via PHP, to a MySQL database to enable the training data to be captured an analysed.
The precise details of the game design (e.g. level definitions, training progression algorithms, interface design, and in-game assets) will be supplied by us for inclusion into functions and resources that control the behaviour of the game.
If you are interested in this project, please contact us for further details.
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