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Research / 02

Gameplay is the largest untapped record of how humans think.

This portfolio traces an evolving argument: interactive environments can expose useful signals about adaptation, cognition, and player experience. Publication status and evidence boundaries are shown for every entry.

Published as Krishna Soni.Correspondence: [email protected]
“The user-interface boundary is not a screen. It is a permeable membrane where cognitive siphoning occurs.”— The tGiX™ Algorithm, section 1

Bibliography

Publications & Preprints

4 Entries

01

Published chapter

peer-reviewedSpringer — Lecture Notes in Electrical Engineering, Vol. 700

Versatile Gaming by Neurological and Behavioral Analysis

The foundational paper. It establishes that interactive environments stimulate measurable neuroplasticity, and that an individual's cognitive adaptation shifts according to how a gameplay loop is configured. Everything built since, including tGiX™, descends from this result.

Contribution: Peer-reviewed proof that game structure changes cognition, not just engagement.
02

Preprint / record under verification

preprintZenodo — Preprint(2026)

The tGiX™ Algorithm

Quantifying Cognitive Transfer and Human Potential at the Edge of Reality

The formal specification of tGiX™ (Telemetry-based Gamified Interaction Index): a non-intrusive, platform-agnostic framework that intercepts high-frequency interaction telemetry and translates it into citable cognitive performance metrics. It defines eight cognitive vectors, resolves them into a single composite score called the Altered Quotient, and specifies the ingestion architecture behind it.

Contribution: Turns raw play into a measurable, defensible index of how a person thinks.
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03

Preprint / record under verification

preprintZenodo — Preprint(2026)

Beyond Virtual

Digitizing the Edge of Reality to Accelerate Artificial General Intelligence by triple data stream precision, correlated with player behavioral psychology and biometrics

Language models are trained on static text and hit a data ceiling: they have no nervous system, no friction, no stakes. This paper proposes replacing synthetic data with the human cognitive footprint captured across game genres, using a Triad Data Architecture to record how real people panic, adapt, and recover under pressure.

Contribution: Argues that gameplay under stress is the ground-truth training data general intelligence is missing.
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04

In review

working-paperWorking paper (2026)

Understanding Game Immersion and Dynamic Gamification to Systematize the Flow State

Games initiate and sustain flow more reliably than any other medium, and they do it through dynamic difficulty balancing: a continuous feedback loop that keeps challenge tethered to skill. This paper maps the mechanism, connects it to Cal Newport's deep work, and uses ADHD hyperfocus in well-designed games as evidence that environment, not deficit, dictates attention.

Contribution: A method for exporting the focus mechanics of games into work, learning, and everyday tasks.
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tGiX™ Architecture

The Eight Cognitive Vectors

The tGiX™ algorithm resolves high-frequency interaction telemetry across eight weighted cognitive channels into a unified composite metric.

01Problem-solving20
02Pattern recognition18
03Cognitive flexibility16
04System management12
05Reflex action11
06Emotional depth and resilience9
07Memory index8
08Mood index6

Fig. 1 — The eight cognitive vectors. Weights sum to 100 and resolve into the Altered Quotient, 0.00 to 100.00.