VR Mind Traps
Tambosi Technical and Economic Institute
Students
Project TypeVirtual Reality
ScopeEducation
A virtual reality game to learn how cognitive biases impact consumer decisions.
A virtual reality game in which the user, in the role of a marketing manager, learns to understand and identify the best strategies to influence consumer choices within a virtual hypermarket.
The project
The "Mental Traps VR" project, developed in collaboration with the Tambosi Institute, was created with the goal of introducing new financial education tools to help students recognize cognitive biases—mental mechanisms, often unconscious, that influence decisions and can lead to irrational or impulsive choices.
Through the virtual reality experience, students actively and engagingly learn how these "mental traps" are leveraged in marketing strategies, gaining awareness of the mechanisms that affect their purchasing decisions and becoming able to evaluate their choices critically and rationally.
Inside the experience
About the design
The design of the "Mental Traps VR" experience combines gaming elements, allowing participants to make choices that influence their final score within an engaging setting led by a narrating robot. Each session is unique, as it varies based on the biases presented and the AI-driven dynamics that control the virtual customers in the hypermarket.
The simulation also aims to promote metacognition, encouraging students to reflect on their own cognitive processes as they apply marketing techniques. Choices, even incorrect ones, are essential for practically understanding cognitive biases, thus improving their ability to make more aware and rational decisions.