SideQuest: A Fantasy-Focused Adventure Game

Abstract

Received an award from Columbus Society of Communicating Arts (CSCA)Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental condition characterized by impairments in attention, impulsivity, and hyperactivity. If left untreated or undiagnosed, individuals with ADHD face a heightened risk of engaging in hazardous behaviors such as car accidents, dropping out of educational institutions, and developing substance addictions. Currently, treatment options for ADHD exhibit varying degrees of efficacy. However, Cognitive Behavioral Therapy (CBT) stands out as one of the most promising approaches. The primary objective was to conceptualize an experience that could be utilized by individuals with ADHD and those without, ensuring its universal appeal, akin to highly rated video games. My research methodology involved a comprehensive literature review, encompassing articles published by esteemed organizations such as the National Institute of Health, ADHD Centre UK, EndeavourOTC, and others. Through this research, I found a pattern. Video games possess the inherent ability to provide interactive entertainment and be memorable. The majority of video game experiences specifically target cognitive functions that are disproportionately affected by ADHD. This suggests that video games possess the potential to serve as a viable treatment option, provided that it is implemented carefully and with appropriate limitations. It is important to acknowledge that individuals with ADHD often exhibit hyper fixation and, in some cases, develop addictive tendencies towards activities such as video games. Another research methodology employed was the creation of user personas, which played a pivotal role in transforming the gathered information into distinct user profiles that guided the development of specific game functions and mechanics for SideQuest. Additionally, media scans and competitive analyses were conducted using various programs over defined timeframes to assess their potential integration into the user’s daily routine. The culmination of this research resulted in a prototype of a user-friendly video game called SideQuest. This game incorporates real-life task management techniques very similar to those found in standard “reminders” applications. However, it distinguishes itself by recording and rewarding users for completing tasks throughout the day. These rewards manifest in the form of tangible items, weapons, unique gear, and occasionally unlocking hidden abilities that facilitate progression through the game’s video game component. Users have the option to engage in solo gameplay or collaborate with friends. Future goals and research include conducting further usability testing and, ideally, prototyping a functional version of the game.No embargoAcademic Major: Visual Communication Desig

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Last time updated on 06/06/2025

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