HUMAN-CENTERED AI RESEARCH
IN PLAY, GROWTH & INTERACTIVE SYSTEMS

Moses Silbiger, MA
Researching Growth Through Play & Interactive Systems
Applying AI & Structured Research Frameworks


“Interactive architectures become transformative when users' developmental stages
dynamically shape and adapt to feedback systems.”
Moses Silbiger - Researcher & Systems Architect
Press Play to Grow! Framework
Between 2010 and 2024, I pursued applied initiatives that sought to move developmental psychology
and integral models beyond academic theory into operational environments.• METASIMZ (2024) - a US Department of Defense (DoD) · U.S. Air Force dual-use (military + civilian scalable) immersive simulation
proposal integrating somatic & kinesthetic abilities ('hard skills) with psychological & developmental dimensions ('soft skills')
within AI-supported XR environments.• CODE S.U.S. (2010) - an early game-based system architecture translating integral developmental frameworks (subjective & objective)
into interactive sustainability mechanics.• In parallel, Bar Karma (Current TV, 2011) reflects a creative milestone within an early participatory media experiment,
where developmental themes were embedded into a crowdsourced narrative platform created by Will Wright, game
designer and creator of The Sims, SimCity, and Spore.• Supporting later simulation efforts, METAUREUS (2022–Present) was established as an immersive
AI + XR Studio, providing the technical and spatial design infrastructure that enabled simulation
architecture to become executable within contemporary XR systems.
Across these initiatives and efforts, a consistent thread emerges:
A 'Trojan horse' strategic approach to growth through play - developed under the Press Play to Grow!
approach umbrella - anticipating adaptive systems now increasingly feasible through AI, simulation technologies,
and XR environments.
METASIMZ
U.S. Department of Defense (DoD)- U.S. Air Force Proposal · 2024
Submitted via METAUREUS (AI + XR) - the company I founded.
METASIMZ was proposed as a dual-use (military training _ civilian scalable) immersive training system integrating somatic,
psychological, and developmental dimensions within interactive simulation environments.
METASIMZ proposed a double 'subjective + objective' purpose simulation architecture integrating:• External training simulation (kinesthetic, tactical, environmental response)• Internal psychological modeling (PTSD mitigation, stress response, fear , anxiety, and panic modulation, emotional regulation)
The system was envisioned for:Military use:
• Resilience & Strategic Training
• Combat Simulation
• Skillful Communication
• Post combat Community-Building SimulationCivil Use:
• Emergency services and law enforcement
• Survival Preparation for natural catastrophes, War and Post-War Environments
• Civilian Training Adaptation
• Scalable Interactive Simulation Environments
• Entertainment Crossover (Games, XR & conventional)
The emphasis was not military spectacle, but simulation architecture - integrating kinesthetic, somatic, cognitive,
and emotional development + integration into adaptive environments.Although not externally deployed, the project represents a structured proposal to operationalize developmental systems
before enabling technologies had fully converged.
The proposal anticipated systems in which **player states dynamically influence simulation feedback loops ** -
a structural logic now increasingly aligned with AI-enabled adaptive modeling.



PROPOSAL SAMPLE - METASIMZ
U.S. DEPARTMENT OF DEFENSE – U.S. AIR FORCE
METAUREUS
AI + XR Studio · 2024
Founder & Systems Lead – Applied Spatial Simulation Infrastructure
Founded as an immersive XR Studio and later incorporating AI to XR productions, METAUREUS focused on spatial simulation environments,
interactive architectural visualization, and applied 3D system design.The Studio operated as a technical and spatial design infrastructure layer through which simulation concepts could become executable
within contemporary XR systems.
Key contributions included:• Architectural 3D environments for immersive and interactive use• AI-supported XR integration concepts• Spatial system prototyping aligned with simulation architecture• Cross-disciplinary collaboration between design, architecture, engineering, and behavioral frameworks
METAUREUS functioned as the applied technological bridge between research-based system design
and deployable immersive environments.



META 3D - 3D Rendering & Animations
META 360° -FULLY INTERACTIVE & DYNAMIC
META IMMERSION-GAMING UX
CODE S.U.S. (Sustain . Unite . Survive)
Environmental Sustainability Interactive System · 2010
Integral Theory Conference (ITC), 2010 - Awarded Poster Presentation
Code S.U.S. proposed a meta-game architecture translating Integral Theory, Developmental Psychology, Flow, Play & Game Theories into interactive sustainability gameplay & simulations.The poster presented the conceptual system architecture - not a finished product - outlining:
• Holarchical game layers (Self → Community → City → Planet)• Multi-perspective gameplay (1st, 2nd, 3rd, systemic)• Developmental assessments embedded ingame mechanics (Multiple intelligences, Typologies, Levels)• MMO, social network, mobile, and ARG integration - (ahead of platform convergence at the time)



Systems-Based Sustainability Game Prototype - CODE S.U.S.
ITC 2010 - Honorable Mention
These initiatives involved the active convening of cross-disciplinary scholars, advisors, game designers,
sustainability consultants, and interactive media industry professionals - reflecting an ability to assemble
and integrate diverse expertise around integrative system concepts.It received consultation and encouragement from renowned scholars and practitioners across
Integral Theory + Developmental Psychology Fields & Interactive Media, including:
Integral Theory & Developmental Psychology Fields
• Ken Wilber - Philosopher & Best-Selling Author, Founder Integral Institute & Integral Life• Robb Smith - Entrepreneur, CEO Integral Life, founder Chrysallis Inc.• Sean Esbjorn-Hargens, Ph.D. - Integral Scholar - Mentor Master's Final Project, Author & Consultant• Paul H. Ray, Ph.D.- Sociologist & Researcher - Co-Author Best-Selling Book 'Cultural Creatives'• Beena Sharma - Developmental Assessment Consultant - SCTi-MAP (Harvard, Cook-Greuter Associates)• Gwen Gordon- 'Integral Play' Consultant - Founder & Producer Creations at Large• Emilia Queiroga de Barros - VP of State of the World Forum, International Consultant - Brazil
Gaming & Interactive Design Fields
• Tracy Fullerton, Ph.D. - University of South California - Game Designer, Educator & Author• Ian Bogost, Ph.D. - Georgia Tech - Media Scholar, Game Designer & Author• Drew Davidson, Ph.D. - Carnegie Mellon, Entertainment Technology Center - Educator & Producer• Jesse Schell, Ph.D. - Carnegie Mellon - Game Designer & Author
• Rusel DeMaria - Game consultant & Author - Design Partner on CODE S.U.S. Game Prototype Creation
Development of a full prototype was initiated with collaborators but later entered a hibernation period
before completion of the conceptual design.
The architectural logic, however, remains foundational to later simulation work.

Systems-Based Sustainability Game Prototype - CODE S.U.S.
ITC 2010 - Poster detail (The How)
Bar Karma TV Series:
Episode 3 - 'An Open Mind'
Interactive crowdsourcing iniciative created by Will Wright · Current TV · 2011
Award-Winning Best Interactive Storyboard Narrative - later adapted, filmed & produced for TV
Bar Karma TV Series was an early experiment in crowdsourced television storytelling - created by renowned game
designer Will Wright (The Sims, SimCity, Spore).Participants submitted storyboard sequences through an online interactive system.
Selected stories were produced with professional actors and broadcast on Current TV.While distinct from the developmental system initiatives above, the story narrative drew upon themes influenced by
developmental psychology, integral theory, and personal experience.My storyboard narrative, 'An Open Mind', was selected through public and internal review and served as the main
creative story arc based to produce Episode 3 of the Bar Karma TV series.
While I did not create the platform itself, the project reflects early engagement with the following ideas:• Participatory narrative systems
• Distributed creative collaboration
• Public-facing developmental storytelling
• Interactive structure preceding modern AI narrative systems
This milestone demonstrates the translation of developmental insight into media environments reaching a general audience.
Bar Karma TV Series represented a pioneering convergence of interactive design, participatory media, and televised production
- aligning conceptually with the broader translational arc explored in the initiatives above.

Together, these efforts reflect early translational attempts to move developmental frameworks
into interactive, systemic, and media-based environments.Though not all initiatives reached full implementation, the architectural direction toward
applied developmental systems continues to evolve.
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▶PAGE 3-Early Applications & Experiments
• From Research to Application
Explore the Project
• Explore the Research

• Research Lens: Gameplay & Interactivity as 'Trojan Horses' for Growth

• From Foundation to Future

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