Abstract
This article details the construction of a computer program to test cognitive processing differences in adolescents engaged in a standard presentation of tests versus a fantasy-based game presentation. The article will discuss the challenges of creating a replication of traditional psychological tests into a new medium which holds comparable validity, the design of the play condition, the incorporation of the tests into a game, piloting the study, and technical issues encountered in the final development. Finally, guidance will be offered from this case study to other researchers attempting similar projects.
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