Psychology Games (Experimental Prototypes)

Solo Developer | Systems Design · Behavioral Modeling · Rapid Prototyping

This project is a collection of interactive prototypes based on psychological theories and behavioral patterns. Each prototype is designed to simulate a specific cognitive bias, decision-making process, or emotional response — using gameplay mechanics to explore how players react under different conditions. I developed all systems, visuals, and interactions, turning complex psychological ideas into tangible, playable experiments.

Core Concept

The goal was to translate real psychological concepts into interactive simulations, allowing players to feel the effects of things like decision fatigue, uncertainty, social pressure, or perceived control. These weren’t just mini-games, they were systems built to provoke introspection, curiosity, or discomfort.

Highlights:

  • Multiple Prototypes, each centered on a psychological principle:

    • Decision Fatigue: A timed choice game where the player is overwhelmed by increasing options.

    • Loss Aversion: A score-based loop where losing feels disproportionately punishing compared to gains.

    • Confirmation Bias: A mechanic where players are rewarded for picking evidence that aligns with earlier beliefs.

    • Learned Helplessness: A game loop where early failure conditions reduce future player agency.

  • Mechanics-First Translation: I started with the psychological principle and designed the system around how it feels, not just what it means.

  • Minimal Visuals, Maximal Meaning: The focus was clarity and mechanics — everything is stripped down to keep players focused on the behavior, not aesthetics.

  • Tuning for Effect: Each system was tested and adjusted until player response matched the emotional or behavioral intent.

  • Tracking & Response: Some prototypes include basic logging to capture decisions and timing for future analysis or adaptation.

Design Philosophy

These games are more than experiments — they’re playable commentaries. Each one is designed to ask, “What would this feel like if it happened to you in real time?” They serve as both design challenges and tools to better understand human thought patterns in an interactive format.

Tenis Catch

This game is a simple puzzle that teaches orientation skills and problem solving skills. The user has to take some items on the road and deliver them to some points on the map. Every step of the user is counted and the user has to think of the best way to deliver packages in as few steps as possible.

In this game the child or the user has to search on an environment for the animals that appear on screen their screen, this game is all about attention and concentration, it has multiple levels with different difficulties, the role of the psychologist here is that he can see through the user eyes and can send notifications if he lost focus or even end the game.

Item delivery

This game is pretty simple and teaches coordination and concentration, the user roles is to catch the tennis ball spawning at the other side of the tennis court moving towards him, this game is more like a sandbox and the psychologist has a bigger role here, the psychologist can  change the frequency of spawning tennis balls, the velocity and can even spawn different balls that doesn't count as a point to the user to add difficulty to the concentration part.

Animal identification

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