ISU Student Researches Therapeutic Video Game Applications

Jan 6, 2026, 2:58 AM
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Rifat Ara Tasnim, a doctoral candidate at Idaho State University (ISU), is making significant strides in the field of serious gaming, which aims to use video games for purposes beyond mere entertainment. For nearly six years, Tasnim has focused on how video games can support learning and emotional well-being, a niche that she found particularly compelling during her doctoral studies.
Tasnim's academic journey began with a bachelor's degree in computer science from Khulna University of Engineering & Technology in Bangladesh. After working briefly as a software engineer, she pursued her doctorate at the University of New Orleans, where she was mentored by Dr Farjana Eishita, an assistant professor specializing in human-computer interaction and serious games.
In 2021, Tasnim followed Eishita to ISU, where she joined the Research in Intelligence, Games, and HCI Techniques Laboratory. This lab focuses on developing purpose-driven gaming experiences that enhance user experience, learning, and well-being.
One of Tasnim's notable projects is "Militant of the Maze," a game designed for handheld devices that incorporates cognitive behavioral therapy (CBT) techniques. Players navigate a maze filled with obstacles, using CBT strategies to overcome challenges. The goal is not to provide direct therapeutic treatment but to explore how these techniques can impact players' emotions and experiences.
Following her work on "Militant of the Maze," Tasnim developed another game called ARCoD, which investigates the screening procedures of CBT and examines how different gaming environments—such as augmented reality (AR), virtual reality (VR), and smartphones—affect player outcomes and experiences. Her dissertation, titled "Analyzing the Impact of Serious Games to Facilitate the Efficacy of Psychotherapeutic Techniques," delves into the therapeutic value of gameplay without the involvement of biofeedback systems or therapists.
Through her research, Tasnim has conducted multiple experiments across various platforms, revealing meaningful connections between game environments, personality traits, and therapeutic outcomes. These findings provide insights into designing serious games that can effectively enhance player experiences and therapeutic benefits.
In addition to her research, Tasnim has gained practical experience through internships. At the Idaho National Laboratory, she developed an immersive VR simulation of a nuclear reactor for educational purposes. She also worked with ISU's Department of Chemistry to integrate haptic feedback into a chemical data analysis visualization tool, enhancing accessibility for blind users.
Tasnim's work has not gone unnoticed; she has received several awards for her research and has been actively involved in teaching and mentoring. She aims to continue her academic career after earning her doctorate, focusing on human-computer interaction, serious games, and extended reality technologies.
Looking ahead, Tasnim plans to explore real-time adaptive gameplay, where games adjust challenges based on players' emotional or behavioral responses. She also intends to design interactive VR tools for data visualization, allowing users to engage with complex datasets through intuitive interfaces.
As the field of serious gaming continues to evolve, Tasnim's research highlights the potential of video games as therapeutic tools, paving the way for innovative applications in mental health and education.
For more information about ISU's Graduate School and the Department of Computer Science, visit isu.edu/graduate and isu.edu/cs, respectively.

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