Designing a cognitive remediation game for individuals with schizophrenia revealed the significant variation in cognitive abilities within the target population. Many users displayed starkly contrasting skills, emphasizing the inadequacy of traditional difficulty settings in such games. Instead of static levels, gaming systems must adapt dynamically according to real-time performance. This approach ensures both highly capable and those needing more support remain engaged. The project highlighted the necessity of personalized experiences in game design for neurodiverse audiences, challenging assumptions about gaming literacy and individual capabilities.
Cognitive abilities varied dramatically within our target population of schizophrenic users, requiring systems that adapt in real time based on user performance rather than traditional difficulty settings.
Users with the same diagnosis displayed vastly different strengths and challenges, indicating that a single approach to difficulty settings would not suffice in making the game accessible.
Designing for neurodiverse audiences prompts a shift from traditional strategies to a more personalized experience that respects individual cognitive capabilities.
Technical challenges in creating an adaptive system are significant, but ensuring an inclusive user experience is crucial to prevent losing both highly capable and less skilled users.
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