The way the “battle pass” conquered the monetization aspect of a lot of games, was interesting to observe. I thought it would be also an intriguing concept for “out of game applications”, but it seemed that there was no research on the battle pass itself to make that possible for a thesis. Naturally I took it upon me to lay the psychological fundaments of what the BP is and what it causes in people, to get clear starting points in what to take care of when designing something like a battle pass; be it in game context, or out of game context.
A model of love and affection, that tries to describe how the feeling of love is unkept and how there is a difference to make in between the feeling of attraction and love.
(This hypothesis still needs all the basic research steps, one of which [most important] is the gathering of empirical data!)
The application of Taoism on modern society (mostly western), turned out to be more of a critique to society and humans than anything else. It turned out to point towards subtle problems of why, in some cases, happiness is procrastinated by modern connectivity. And while the ideas were flowing, I kept on expanding the idea and I really do hope that this might resonate with some people out there, that think they can't find the right thing to do in life that makes them happy. I think there is hope for some that think otherwise.
Some philosophies that I thought about in crucial moments of life or read up somewhere to stitch it back together