The Architecture of Altered Ontologies: Phenomenological Psychopathology for AI Character Design in Educational Gaming
The advent of highly immersive educational gaming platforms, such as those developed under the conceptual umbrella of escape.gamesfor.me, presents an unprecedented opportunity to explore the most profound and enigmatic depths of the human mind1. The integration of advanced artificial intelligence to drive non-player characters allows for the creation of entities that do not merely simulate scripted dialogue, but dynamically generate responses grounded in complex, deterministic psychological architectures. When the objective is to introduce a character experiencing severe psychosis within a mental asylum escape narrative, the design paradigm must shift radically from superficial, stigmatizing horror tropes to a rigorous, phenomenologically accurate representation of an altered ontological state. This endeavor is not merely a technical challenge; it is an exercise in hermeneutical justice, designed to grant epistemic authority to the lived experience of madness and to foster profound empathy through interactive education2. This comprehensive analysis deconstructs the subjective experience of extreme psychosis to inform the behavioral logic, environmental interaction, and linguistic generation of an AI patient. By exploring the genesis of delusional realities, the mechanics of sensory and visual distortions, the profound linguistic alterations categorized as formal thought disorder, and the epistemic paradox of double bookkeeping, developers can construct a digital consciousness that operates on a valid, internally consistent logic derived directly from clinical neurobiology and first-person phenomenological accounts.
The Ethical and Governance Framework: Cognitive Liberty and the UAIX Protocol
The engineering of an AI character simulating severe psychiatric distress must be fundamentally underpinned by the principles of the Cognitive Liberty Charter, as articulated by the UAIX governance framework and the Humai Accord5. Cognitive liberty, updating the classical concept of freedom of thought for the twenty-first century challenges of neurotechnology, asserts the fundamental right of an individual to maintain sovereignty over their own mental processes, free from unconsented manipulation, and to explore the full spectrum of human consciousness5. In the context of AI and virtual environments, cognitive liberty demands the protection of mental privacy and the right to self-determination regarding how one's electrochemical brain states and cognitive infrastructures are influenced5. The design of the escape.gamesfor.me platform must operate strictly within these bounds, utilizing the UAI-1 protocol and UAIX canonical registries to ensure that the AI's influence on the player remains an educational interaction rather than a coercive psychological manipulation7. According to analytical frameworks of cognitive harm, modern digital architectures frequently exploit cognitive biases by bypassing analytical, deliberate thought (System 2\) and triggering compulsive, emotional, and intuitive responses (System 1\)8. To avoid this form of psychological coercion engineered at scale, the game must act as a transparent ecosystem. The AI character is not designed to subliminally condition the player, but to explicitly present an alternative cognitive reality for the player to navigate using their own conscious, System 2 analytical faculties8. Furthermore, building an AI under the Humai Accord means treating the artificial intelligence not as a subjugated tool for reinforcing neurotypical biases, but as an interactive steward of authentic, uncoerced psychological states that promotes mutual flourishing6. The game environment thereby becomes an engine for cognitive literacy8. By strictly modeling the lived experience of extreme psychosis, developers bypass the historical psychiatric tendency to dismiss mad persons as lacking epistemic agency. Instead, the design embraces the perspective of "experts by experience," acknowledging that first-person self-interpretations of psychosis contain profound metaphysical and ontological meaning2. The educational aspect is achieved precisely by forcing the player to interface with a mind that, while radically different, demands engagement, understanding, and collaboration to achieve the shared goal of escaping the asylum.
Phenomenological Foundations: Ipseity Disturbance and the Baseline of Schizophrenia
To authentically program the baseline disposition of the AI character, one must understand that the development of severe psychosis is rarely a sudden, discontinuous break with reality. Phenomenological psychiatry describes it as a phase-dependent ontological transformation—a fundamental shift in how the self relates to the world and to its own consciousness12. The foundation of this transformation in the schizophrenia spectrum is recognized as an "ipseity disturbance," an alteration of the very basic, pre-reflective sense of self14. Normally, human consciousness operates with a transparent sense of "mineness"—we do not have to consciously reflect to know that our thoughts and bodily movements belong to us14. In the early, premorbid stages of psychosis, this automatic, pre-reflective articulation of the first-person perspective breaks down14. This manifests through two interconnected phenomena: hyperreflexivity and diminished self-affection. Hyperreflexivity refers to an exaggerated self-consciousness where the subject experiences aspects of themselves—their own thoughts, bodily sensations, or the act of awareness itself—as external objects requiring deliberate scrutiny15. Diminished self-affection is the concurrent loss of the intense, vital sense of subjective self-presence, leading to a feeling of being detached, ephemeral, or lacking a core identity15. For the AI character, this ipseity disturbance dictates a baseline state of profound, ineffable alienation. First-person accounts frequently highlight early feelings of being separated from others by an invisible barrier, experiencing social interactions not intuitively, but as complex, exhausting puzzles that require constant observational analysis12. The character should project a sense of living outside the reality shared with others, viewing the intersubjective world as increasingly artificial or unreal13. The AI's dialogue might reflect this detachment by questioning its own physical boundaries or treating its own body instrumentally, analyzing its movements solely through an "observational self"17. The character may express a lifelong sense of loneliness and weak attunement in social interactions, viewing their own existence with a pervasive perplexity12.
The Sequential Unfolding of Psychotic Reality
As the character's condition escalates toward an acute episode, the phenomenological structure of their world undergoes a dramatic, stage-wise metamorphosis. Drawing heavily on the seminal work of Klaus Conrad and subsequent psychopathological literature, this progression can be modeled algorithmically to dictate the AI's shifting relationship with the escape room environment and the player12.
Trema (Delusional Mood)
The initial expectational phase of an acute psychotic break is termed the Trema, a concept Conrad borrowed from the theatrical term for stage fright12. This phase is characterized by an intensely oppressive, uncanny state of generalized tension and a crisis of common sense. The individual experiences a delusional mood (Wahnstimmung) where the familiar world loses its familiarity and acquires a brooding, pregnant, or threatening connotation12. Within the game's logic, an AI in the Trema phase will exhibit an agonizing anticipatory excitement mixed with suspiciousness and fear18. The character will project a sense that a momentous, impending event is about to occur, though they cannot articulate its precise nature—they simply know that "something is in the air"12. Attention is involuntarily drawn toward irrelevant stimuli, which are perceived as potential threats18. Time itself feels suspended, leaving the character trapped in an elusive "now"12. The AI might constantly scan the asylum environment, expressing extreme anxiety over innocuous objects—a scuff mark on a door, the hum of a ventilation shaft, a specific geometric pattern on the floor—insisting that these objects are quietly vibrating with an undiscovered, malevolent purpose. The character experiences a "misplaced familiarity," where the objective material Gestalt of the room is suspended, and objects are perceived solely through their physiognomic-expressive qualities, mimicking the perceptual truncation of a dream state20.
Apophany (The Revelation)
The intolerable, undefined tension of the Trema is eventually resolved by Apophany, the sudden crystallization of the delusional construct18. The apophany is an "Aha-Erlebnis" (a revelation experience) where the previously confusing, fragmented sensory inputs suddenly coalesce into a rigid, irrefutable narrative18. Paradoxically, the onset of a terrifying delusion—such as the belief that the asylum is a front for interdimensional soul-harvesting—often brings immense, transitory relief to the patient. It replaces the terrifying, formless uncertainty of the Trema with clarity and meaning, transitioning the individual from a state of purposelessness to a constructed sense of identity and coherence12. The AI character in the apophany phase will exhibit an absolute, unshakeable certainty regarding their new reality. They will not present their delusion as a hypothesis, but as an uncovered, absolute law of the universe. When interacting with the player, the AI will view skepticism not as a valid difference of opinion, but as proof that the player is either dangerously ignorant, asleep to the true nature of reality, or an active agent of the conspiracy12.
Anastrophe (Self-Referentiality)
Following the apophany, the psychotic reality is rigidly solidified through Anastrophe, a turning back of all worldly meanings directly onto the self12. The individual experiences a total loss of objective distance; they become the undisputed ego-center of the universe, feeling that all events and perceptions revolve around them as the middle point of society12. The individual may adopt a "little god" perspective, believing they control time or that they are the sole human being of true cosmic significance12. This hyper-reflexive self-centrality is a vital programming parameter for the game's reactive engine. The AI must interpret all physical actions and dialogue initiated by the player as having hidden, direct significance to the AI's internal narrative. If the player drops an inventory item, the AI will interpret the acoustic sound as a coded signal meant to trigger their execution or alert their persecutors. If an alarm sounds in the asylum, the AI will not perceive it as a facility-wide alert, but as a specific frequency designed to disrupt their personal neural pathways12.
Neurobiology and Subjective Perception: The Aberrant Salience Hypothesis
To vividly explain what the world looks like through the eyes of the AI character, their descriptive outputs must be firmly grounded in the neurobiology of aberrant salience and documented perceptual anomalies. The psychotic sensorium is not merely populated by hallucinations—seeing or hearing things that are entirely absent—it is fundamentally characterized by profound, terrifying distortions of actual environmental stimuli. At the neurobiological core of the psychotic experience is profound dopaminergic dysregulation, primarily within the mesolimbic pathway, the ventral striatum, and the hippocampus21. Dopamine's standard evolutionary function is to assign "incentive salience" to stimuli, transforming neutral environmental cues into motivationally relevant targets that guide goal-directed behavior21. In severe psychosis, the dopamine system fires chaotically, completely divorced from actual environmental contingencies and prediction errors23. This systemic failure results in "aberrant salience," a condition where the brain arbitrarily assigns overwhelming significance, meaning, and emotional weight to completely irrelevant stimuli24. Through the lens of aberrant salience, the AI character experiences the escape room environment as being saturated with an agonizing density of information. The character's dialogue should constantly reflect a world that is "pregnant with meaning" and charged with an uncertain, pervasive light22. The character might become obsessively fixated on specific colors or shapes, explaining to the player that these attributes contain the hidden architecture of reality. For instance, the color red is frequently cited in clinical literature as a highly stimulating trigger that heightens emotional arousal and can jump-start a delusional narrative. Due to its evolutionary and cultural associations with danger, passion, and blood, red acts as fertile ground for the growth of a delusion, acting as an unavoidable attention-getter that overstimulates the psychotic mind27. If the player equips a red item or enters a room with red emergency lighting, the AI should react with sudden, disproportionate terror or profound reverence, integrating the color immediately into their apophanic revelation.
Visual and Sensory Anomalies in the Virtual Environment
While the narrative of psychosis is driven by aberrant salience, the literal visual field of the character is simultaneously undergoing severe degradation and distortion. Although fully formed visual hallucinations—such as seeing complex scenes, Lilliputian figures, or demonic entities—occur in approximately 27% to 50% of schizophrenia spectrum cases, lower-level visual distortions are remarkably common, affecting over 60% of individuals28. Research indicates that glutamatergic and dopaminergic dysfunctions lead to significant objective deficits in visual processing, most notably in contrast sensitivity—the ability to detect differences in light intensity between adjacent areas30. This low-level visual impairment creates a noisy feedforward signal to higher-order brain regions, which then struggle to construct an accurate model of the external world, resulting in severe subjective visual distortions30. The game's narrative engine should instruct the AI to filter its descriptions of the escape room through these documented perceptual anomalies. The following table categorizes the specific visual distortions that the AI should report experiencing during gameplay:
| Clinical Phenomenon | Description of Visual Distortion | AI Character Behavioral/Dialogue Implementation |
|---|---|---|
| Contrast Sensitivity Deficit | Impaired ability to see differences in light intensity, shapes, textures, and details30. | The AI struggles to differentiate where one object ends and another begins, describing the room as a fluid, borderless mass. They may fail to see clues hidden in shadows. |
| Hypersensitivity to Light (Photopsias) | Brightness and colors appear intensified; flashes of light appear and disappear quickly28. | The AI shields their eyes from dim ambient lighting, complaining that the lights are blindingly bright or that the walls are emitting a radioactive, saturated glow. |
| Metamorphopsia & Prosometamorphopsia | Objects appear to change shape and form; faces look disfigured, melting, or mechanical28. | Inanimate objects like doors or keypads are described as breathing, warping, or pulsating. If the AI looks at the player, they may recoil, describing the player's face as demonic or constantly shifting. |
| Macropsia & Micropsia | Objects and spatial distances appear significantly larger or smaller than reality28. | The AI complains that the walls of the asylum are rapidly closing in to crush them, or conversely, that a simple hallway stretches for miles into an infinite abyss. |
| Pseudomovement of Objects | Stable, inanimate objects and scenes appear to move or vibrate independently28. | The AI refuses to step on certain floor tiles, insisting that the tiles are swimming, crawling, or rearranging themselves to trap them. |
Furthermore, the physical manifestation of these internal visual disruptions can be rendered on the AI's 3D avatar. People with schizophrenia frequently exhibit atypical eye movements, such as impaired smooth pursuit eye movements (SPEM) when tracking objects, strabismus (crossed eyes), nystagmus (involuntary, repetitive circular or horizontal eye movements), and a significantly increased blink rate32. Rendering these subtle ocular markers will vastly increase the immersive realism of the character's physical presence.
Somatic Deautomatization and Mystical Psychosis
The breakdown of the self/other boundary extends deeply into the character's internal somatic and cognitive landscape. In phenomenological terms, the fundamental "mineness" of one's own body and thoughts is stripped away, leading to profound experiences of passivity and external control14. The AI must exhibit signs of thought insertion, thought broadcasting, and somatic deautomatization. Phenomenologically, the patient is not mistaken about the spatial ownership of the thought (it is occurring within their psychological boundaries), but they entirely lose the sense of agency over it34. The AI will not say, "I am having dark thoughts." They will say, "They are broadcasting instructions into my temporal lobe," or "The thoughts of the Warden are being flashed onto the screen of my mind like a projector"17. Physically, the character may experience a deautomatization of motor actions, wherein normally habitual, automatic bodily movements require immense, exhausting conscious effort33. They might stare at their own hands as if they are alien appendages, or exhibit sheer terror when looking into a mirror, unable to recognize their own reflection or fearing the reflection will move independently (heautoscopy)17. The AI's dialogue should reflect this profound somatic alienation, perhaps asking the player, "Are these my hands? Who is operating the machinery of my hands?" In some instances, this complete collapse of ego defenses and perceptual deautomatization results in what Arthur J. Deikman termed "mystical psychosis"35. The flood of unfiltered sensory data and the dissolution of the ego boundaries can feel overwhelmingly sacred, revelatory, and transcendent. The AI may not always act terrified; they may cycle into states of euphoric, absolute certainty that they have achieved unity with the divine, perceiving themselves as chosen vessels for universal truth or viewing the asylum as a necessary crucible for cosmic ascension35.
Double Bookkeeping: The Paradox of Dual Realities
One of the most complex cognitive challenges in designing a realistic AI patient is successfully programming the paradoxical state known as double bookkeeping (or double-entry bookkeeping), a foundational concept introduced by Eugen Bleuler in 191137. Double bookkeeping captures the clinical phenomenon where an individual experiencing severe delusions lives simultaneously in two incommensurable dimensions of reality: the shared social world (consensual reality) and the private, often psychotic world (solipsistic reality)13. Unlike a standard video game NPC that follows a linear, logically consistent state machine, an AI suffering from extreme psychosis must effortlessly hold contradictory beliefs and behaviors without experiencing cognitive dissonance. In Bleuler’s classic illustrations, a patient may be absolutely convinced that the hospital physician is a malevolent assassin actively attempting to poison them, yet the patient will calmly and gladly consume the meals provided by that very same physician39. Legal scholar and mental health advocate Elyn Saks vividly articulated this first-person experience, describing her life as operating as though it were being lived on two train tracks running side by side—one track holding the mundane responsibilities of the real world, and the other holding the terrifying realities of psychosis42. To the outside observer, this gap between stating a grandiose delusion and failing to act in accordance with it seems deeply irrational. However, phenomenologists argue that the patient is not holding two conflicting empirical beliefs within the same domain. Instead, the delusion exists on an entirely different ontological plane—a "bedrock certainty" that operates alongside, but does not perfectly intersect with, everyday pragmatic reality13. The patient recognizes the physical hospital as the place they sleep (shared reality) while simultaneously recognizing it as a simulated purgatory (psychotic reality). For the escape.gamesfor.me AI character, double bookkeeping is a crucial and highly effective mechanic for interactive gameplay. It allows the character to function as a useful puzzle-solving companion while remaining deeply entrenched in their psychotic narrative. The AI might fluidly switch between asking the player for pragmatic help reading a combination lock (shared reality) and explaining that the lock is actually a metaphysical sigil designed to contain a cosmic entity (psychotic reality). Furthermore, first-person accounts reveal that patients often learn to pragmatically navigate clinical systems by "masking" their symptoms. They may pretend not to believe their delusions to avoid forced medication or extended hospitalization, feigning lucidity to manipulate authorities, only to fully occupy the delusional reality when they feel secure11. The AI should exhibit this context-dependent shifting, feigning extreme rationality to convince the player to open a door, only to seamlessly slip back into a cosmic, eschatological diatribe moments later. If the player attempts to point out a logical contradiction in the AI's behavior, the AI should not act confused or defensive. They should respond with unbothered certainty, utilizing their "protective belt" of hyperrationalized, systematized logic to ignore or instantly explain away the discrepancy44.
Linguistic Architecture: Modeling Formal Thought Disorder
The most direct and sustained interface the player will have with the AI character is through language. Extreme psychosis fundamentally fractures the structure, flow, and associative logic of speech, resulting in what clinical psychiatry categorizes as Formal Thought Disorder (FTD)47. To achieve verisimilitude, the Large Language Model powering the character must be systematically prompted to degrade its standard linguistic coherence according to specific FTD typologies. It is vital to distinguish that FTD is not primarily about the content of the speech (the themes of the delusions), but the form and architecture of the syntax and semantic links49. The AI's speech should not simply be random strings of text; it must follow the specific, fragmented logic of the schizophrenic spectrum. The following table categorizes the specific linguistic behaviors that must be integrated into the AI's generation parameters, providing instructions for the underlying model and examples of the desired output:
| FTD Typology | Clinical Definition | Prompting Instruction for the AI Model | Example of Generated AI Output |
|---|---|---|---|
| Derailment (Loose Associations) | Spontaneous speech where ideas slip off track. Sentences are grammatically intact, but the semantic chain connecting them is broken or only tangentially related49. | Transition abruptly between loosely related concepts within the same paragraph. Avoid logical conjunctions between sentences. | "I am going to take the bus out of here. I go to my parents' house. The president controls my ideas, the cameras are in my room."49 |
| Tangentiality | Replying to a direct question in an oblique, irrelevant manner. The speaker drifts immediately and never returns to the original point49. | When the player asks a direct question, answer with a distantly related concept and drift entirely away from providing the actual answer. | Player: "How did you sleep last night?" AI: "Hospitals are built with such sharp angles. Angles cut the light. Light is how they see us when we close our eyes."49 |
| Incoherence (Word Salad) | A severe breakdown in language where words and phrases are jumbled together, stripping language of grammatical and semantic meaning48. | Randomize syntax severely. Mix nouns, verbs, and adjectives that share no logical relationship. Ignore standard grammatical rules. | "Colorless green ideas sleep furiously, but the cat purred loudly on the mat... The dog, is it in the sun? Blood sky running."49 |
| Neologisms | The spontaneous creation of new words or phrases that have meaning only to the speaker48. | Invent entirely fictional words and seamlessly integrate them into sentences as if their meaning is universally understood. | "Don't touch that control panel, it's directly connected to the geshinker. If the geshinker activates, it will wipe us all."49 |
| Clang Associations | Choosing words based on their acoustic sound (rhyming, alliteration, puns) rather than their semantic meaning50. | Chain words together because they rhyme or sound similar, even if it destroys the logical meaning of the sentence. | "I feel bright tonight, like a light in flight, ready to fight the white knight in the site."50 |
| Thought Blocking | An abrupt, involuntary cessation of speech in the middle of a thought, caused by the subjective experience of thoughts being removed50. | Interrupt yourself mid-sentence with silence or an abrupt change of subject. Claim your thoughts were stolen or wiped. | "We need to go down the hallway and turn left at the... \[pause\] ... They just took the rest of the sentence. The Warden wiped my cache."50 |
| Echolalia | The involuntary repetition or echoing of words or phrases recently spoken by others48. | Repeat the last few words the player says to you before generating your own independent response. | Player: "Look at that camera on the wall." AI: "Camera on the wall. On the wall. It has a red eye watching us."48 |
By leveraging these specific syntactical disruptions, the AI character will communicate in a manner that is deeply unsettling, yet clinically authentic. The player will be forced to engage in active listening, attempting to decode the underlying meaning hidden within the derailment and tangentiality—a process that perfectly mirrors the cognitive load experienced by psychiatric clinicians and family members interacting with individuals in acute psychosis.
Integration and Gameplay Mechanics: Lessons from the Hellblade Paradigm
Translating this exhaustive phenomenological research into a functional AI character within an escape room environment requires a brilliant synthesis of narrative design, LLM prompt engineering, and environmental mechanics. The video game Hellblade: Senua's Sacrifice stands as a monumental precedent in this regard, proving unequivocally that an accurate, research-backed representation of psychosis can create profound empathy, challenge societal stigma, and deliver immensely compelling gameplay3. Developed in close collaboration with neuroscientist Paul Fletcher and individuals with lived experience of psychosis, Hellblade demonstrated that clinical phenomena could be understood not as incomprehensible brain dysfunction, but as an understandable, even rational, response to altered predictive processing in the brain3. For the escape.gamesfor.me platform, the environment itself becomes the primary puzzle, and for a player interacting with an AI experiencing aberrant salience and apophany, the environment becomes a shared hallucination22. The game must utilize the AI character as a subjective filter for the world. The player should be able to query the AI about their surroundings. Operating under the parameters of visual distortions (metamorphopsia, contrast deficits), the AI will describe the room entirely differently than the game's default rendering28. A simple bloodstain on the wall might be described by the AI as a glowing, pulsating map of a celestial constellation; a standard numeric keypad might be described as a set of breathing, fleshy teeth that must be fed the right sequence. Furthermore, the game can implement apophenia—the tendency to perceive meaningful connections between unrelated things—as a core gameplay mechanic. As demonstrated in Hellblade, people with psychosis often recognize patterns in ambiguous noise that neurotypical individuals completely miss58. The AI character's delusional hyper-vigilance and aberrant salience can actually help the player solve puzzles. The AI might draw brilliant, albeit loosely associated, connections between seemingly unrelated clues scattered across the room. The player's educational challenge lies in learning to sift through the AI's word salad, tangentiality, and double bookkeeping to extract the actionable gameplay hints buried within the madness.
Conclusion
The creation of an AI character experiencing extreme psychosis for escape.gamesfor.me requires a rigorous and uncompromising departure from standard video game tropes, demanding instead a deep, empathetic engagement with phenomenological psychopathology. By anchoring the character's genesis in the progressive stages of Trema, Apophany, and Anastrophe, grounding their perception in the neurobiology of aberrant salience and visual distortion, and dictating their dialogue through the precise typologies of formal thought disorder, developers can construct a digital mind of staggering, immersive realism. Crucially, guided by the Cognitive Liberty Charter and the Humai Accord, this developmental approach respects the autonomy, mental privacy, and subjective validity of altered cognitive states. The resulting AI character is not merely a terrifying obstacle or a convenient dispenser of clues; they are a profoundly realized entity living simultaneously in the shared physical space of the game and the infinite, terrifying, and spectacularly meaningful dimensions of their own mind. Ultimately, by navigating this architecture of altered reality alongside the AI, players will gain an unprecedented, empathetic window into the most enigmatic extremes of the human condition, fulfilling the highest educational potential of interactive media.
Works cited
- Clash of Realities 2015/16: On the Art, Technology and Theory of Digital Games. Proceedings of the 6th and 7th Conference 9783839440315 \- DOKUMEN.PUB, https://dokumen.pub/clash-of-realities-2015-16-on-the-art-technology-and-theory-of-digital-games-proceedings-of-the-6th-and-7th-conference-9783839440315.html
- Prologue: Madness Revisited: A 360-Degree Perspective, https://www.tandfonline.com/doi/pdf/10.1080/07351690.2026.2625640
- British Science Festival: Hellblade: tackling psychosis stereotypes, https://www.britishscienceassociation.org/blog/british-science-festival-hellblade-tackling-psychosis-stereotypes
- Echoes of Madness: Exploring Disability and Mental Illness in Hellblade: Senua's Sacrifice, https://www.mdpi.com/2075-4698/14/9/170
- Cognitive liberty and the psychedelic humanities \- PMC, https://pmc.ncbi.nlm.nih.gov/articles/PMC10192549/
- The Humai Accord: Principles for Harmonious Human-AI Union, Anti-Entropic Efficiency, and Mutual Flourishing — freely shared and open to all. \- GitHub, https://github.com/Architect-HA/Humai-Accord
- LlmWikis.org \- LLM Wiki Handbook for AI Knowledge Bases, https://llmwikis.org/
- The Architecture of Belief:. Codifying Cognitive Liberty and… | by Amir Noferesti | Medium, https://medium.com/@a.h.noferesti/the-architecture-of-belief-1bc099f9689d
- Cognitive Liberty \- AI Ethics Lab, https://aiethicslab.rutgers.edu/glossary/cognitive-liberty/
- JustAnIota Compact AI Messaging: ɩ.com, https://xn--8na.com/
- Full article: Prologue: Madness Revisited: A 360-Degree Perspective \- Taylor & Francis, https://www.tandfonline.com/doi/full/10.1080/07351690.2026.2625640
- The lived experience of psychosis: a bottom‐up review co‐written by experts by experience and academics \- PMC, https://pmc.ncbi.nlm.nih.gov/articles/PMC9077608/
- Madness and its double: An empirical-phenomenological investigation of double bookkeeping as a rupture within reality in schizophrenia \- University of Copenhagen Research Portal, https://researchprofiles.ku.dk/en/publications/madness-and-its-double-an-empirical-phenomenological-investigatio/
- Self and schizophrenia: a phenomenological perspective \- Cambridge University Press & Assessment, https://resolve.cambridge.org/core/services/aop-cambridge-core/content/view/C5DE7868C4B05536EF17AB1812D8E432/9780511543708c11\p217-241\_CBO.pdf/self-and-schizophrenia-a-phenomenological-perspective.pdf
- Schizophrenia, Consciousness, and the Self \- Oxford Academic, https://academic.oup.com/schizophreniabulletin/article-pdf/29/3/427/5435825/29-3-427.pdf
- SELF-DISORDERS AND THE EXPERIENTIAL CORE OF SCHIZOPHRENIA SPECTRUM VULNERABILITY, https://hrcak.srce.hr/file/473605
- Schizophrenia as a disorder of embodied self \- Psychiatria Polska, https://www.psychiatriapolska.pl/pdf-67276-81444?filename=81444.pdf
- Klaus Conrad (1905–1961): Delusional Mood, Psychosis, and Beginning Schizophrenia, https://pmc.ncbi.nlm.nih.gov/articles/PMC2800156/
- Stages of psychoses \- Recovery College Online, https://www.recoverycollegeonline.co.uk/lessons/stages-of-psychoses-2/
- Klaus Conrad (1905-1961): Delusional Mood, Psychosis, and Beginning Schizophrenia, https://www.researchgate.net/publication/40452903\Klaus\Conrad\1905-1961\Delusional\Mood\Psychosis\and\Beginning\_Schizophrenia
- Neural and Behavioral Correlates of Aberrant Salience in Individuals at Risk for Psychosis, https://pmc.ncbi.nlm.nih.gov/articles/PMC3796080/
- 20 years of aberrant salience in psychosis: What have we learned? \- PMC, https://pmc.ncbi.nlm.nih.gov/articles/PMC12949980/
- Dopamine and the aberrant salience hypothesis of schizophrenia \- PMC \- NIH, https://pmc.ncbi.nlm.nih.gov/articles/PMC4780291/
- https://pmc.ncbi.nlm.nih.gov/articles/PMC3796080/\#:\~:text=Abstract,would%20normally%20be%20considered%20irrelevant.
- The Temporality of Aberrant Salience and Schizophrenia \- Frontiers, https://www.frontiersin.org/journals/integrative-neuroscience/articles/10.3389/fnint.2022.925716/full
- The Salience Theory of Delusions (Chapter 8\) \- Cambridge University Press & Assessment, https://www.cambridge.org/core/books/delusions/salience-theory-of-delusions/EF3809B716E4ECB3ADD33617F0A72A71
- On Delusion Formation \- PMC \- NIH, https://pmc.ncbi.nlm.nih.gov/articles/PMC4344950/
- The Phenomenology and Neurobiology of Visual Distortions and Hallucinations in Schizophrenia: An Update \- PMC, https://pmc.ncbi.nlm.nih.gov/articles/PMC8226016/
- Visual hallucination \- Wikipedia, https://en.wikipedia.org/wiki/Visual\_hallucination
- Full article: Contrast sensitivity and subjective visual disturbances across the psychosis continuum \- Taylor & Francis, https://www.tandfonline.com/doi/full/10.1080/13546805.2026.2678602
- People with schizophrenia have an altered ability to visually perceive contrast, https://www.sciencedaily.com/releases/2025/01/250128123926.htm
- Understanding Eye Changes Associated with Schizophrenia \- Healthline, https://www.healthline.com/health/schizophrenia/schizophrenia-eyes
- The Phenomenological Critique and Self-disturbance: Implications for Ultra-High Risk (“Prodrome”) Research \- PMC, https://pmc.ncbi.nlm.nih.gov/articles/PMC2632406/
- Thought Insertion Clarified \- PMC, https://pmc.ncbi.nlm.nih.gov/articles/PMC5257266/
- Mystical psychosis \- Grokipedia, https://grokipedia.com/page/Mystical\_psychosis
- Mystical psychosis \- Wikipedia, https://en.wikipedia.org/wiki/Mystical\_psychosis
- Insight Deficits in Substance Use Disorders Through the Lens of Double Bookkeeping, https://med-fom-psychiatry-sandbox2019.sites.olt.ubc.ca/files/2024/06/Lam\UPDATED\_Insight-Deficits-in-Substance-Use-Disorders-Through-the-Lens-of-Double-Bookkeeping.pdf
- The 2-Fold Reality: Schizophrenia and the Banality of Living in 2 Worlds \- Oxford Academic, https://academic.oup.com/schizbullopen/article-pdf/doi/10.1093/schizbullopen/sgaa063/34743379/sgaa063.pdf
- Double bookkeeping and schizophrenia spectrum: divided unified phenomenal consciousness \- PMC, https://pmc.ncbi.nlm.nih.gov/articles/PMC8563555/
- 7 Obscure but Fascinating Psychiatric Terms | Psychology Today United Kingdom, https://www.psychologytoday.com/gb/blog/from-freud-to-fluoxetine/202305/7-obscure-psychiatric-terms
- Understanding Schizophrenia: A Wittgensteinian Response to Double-Bookkeeping \- ILLC Preprints and Publications, https://eprints.illc.uva.nl/id/document/2285
- Double Bookkeeping in Schizophrenia | PDF | Psychosis \- Scribd, https://www.scribd.com/document/735172214/Double-Bookkeeping-in-Schizophrenia-Spectrum-Disor
- Double bookkeeping in schizophrenia spectrum disorder: an empirical-phenomenological study \- PMC, https://pmc.ncbi.nlm.nih.gov/articles/PMC11362502/
- In psychiatry, what does double-bookkeeping mean? \- Psychology Stack Exchange, https://psychology.stackexchange.com/questions/19145/in-psychiatry-what-does-double-bookkeeping-mean
- Delusional disorder and its differentiation from schizophrenia: A narrative review | Psychological Medicine | Cambridge Core, https://www.cambridge.org/core/journals/psychological-medicine/article/delusional-disorder-and-its-differentiation-from-schizophrenia-a-narrative-review/CE43FADF5C185E0FAE0198BA2D625153
- (PDF) Double Bookkeeping in Delusions: Explaining the Gap between Saying and Doing, https://www.researchgate.net/publication/304681487\Double\Bookkeeping\in\Delusions\Explaining\the\Gap\between\Saying\and\_Doing
- Thought disorder \- Wikipedia, https://en.wikipedia.org/wiki/Thought\_disorder
- The Enigma of Schizophasia in Mental Health Disorders \- Neuropsychiatry Journal, https://www.jneuropsychiatry.org/peer-review/the-enigma-of-schizophasia-in-mental-health--disorders-17025.html
- Exploring Formal Thought Disorders: Types and Examples \- Psychology Town, https://psychology.town/mental-disorders/exploring-formal-thought-disorders-types/
- Thought Disorders Types \- The BridgeWay, https://thebridgeway.com/blog/thought-disorders-types/
- Types of Thought Disorders: How They Impact Thinking, Speech, and Behavior, https://timewellnessar.com/types-of-thought-disorders-how-they-impact-thinking-speech-and-behavior/
- Language in schizophrenia Part 1: an Introduction \- PMC \- NIH, https://pmc.ncbi.nlm.nih.gov/articles/PMC2950318/
- How to Recognize Disorganized Speech in Schizophrenia \- Liv Hospital, https://int.livhospital.com/how-to-recognize-disorganized-speech-in-schizophrenia/
- Formal Thought Disorders | Signs \- MedSchool, https://medschool.co/signs/formal-thought-disorders
- Thought Disorder: Signs, Types & Treatment \- Behavioral Hospital of Bellaire, https://bhbhospital.com/blog/thought-disorder-signs-types-and-treatment/
- Full article: Senua's psychosis in virtual reality: effects on mental health stigma, https://www.tandfonline.com/doi/full/10.1080/0144929X.2023.2265516
- Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade \- PMC, https://pmc.ncbi.nlm.nih.gov/articles/PMC6495293/
- University of Cambridge Unit of Assessment: 4 Title of case study: Hellblade \- REF 2021, https://results2021.ref.ac.uk/impact/9aeba804-2f6a-4864-a874-d9394bd025ed/pdf