# Enhancing Recognition Memory in Virtual Memory Palaces Using Worlds-in-Miniature
## 3 Pilot Study
### Pilot Study 2--Gamified Memory Palaces  
In the pilot study 1, we found that familiarity is a key factor in reducing cognitive load during navigation and enhancing memory retention. To address the challenge of unfamiliar spaces, we implemented a gamified memory palace, structured as an indoor dungeon and consisting of rooms and corridors. This environment was designed to increase engagement and foster familiarity through repeated interactions.  
The virtual memory palace consisted of 10 rooms randomly generated within a predefined size range, connected by corridors. The configuration included one starting room, eight rooms containing collectible coins, and one room containing a box (Figure 2). Participants navigated through this virtual space using VR controllers, physically moving through corridors and rooms to complete tasks.  
Participants first played a 10-minute mini-game, where they collected coins scattered across the rooms and deposited them into the box. The objective of the game was designed to encourage participants to revisit different rooms multiple times, increasing spatial familiarity. After the game, 10 images were placed in different rooms, with each room containing a unique symbol in a fixed position. Participants were instructed to memorize the symbols and their locations. During this phase, participants experienced the memory palace from a first-person perspective through the VR HMD.  
After completing the memorization phase, participants revisited the virtual memory palace to take the memory test. Each room contained an interactive whiteboard displaying multiple symbols, and participants used buttons on the whiteboard to select the correct symbol corresponding to the room's location. This interaction required participants to recall both the spatial layout and the specific symbols associated with each room.  
As a comparative condition, participants explored the same virtual environment freely for 10 min without any specific tasks or game mechanics. Instead of collecting coins or achieving goals, participants simply navigated through the rooms and corridors to observe the symbols. Once the exploration ended, the same memorization task was conducted, and participants took the memory test in the same way as in the gamified condition.  
The pilot study involved three participants, who completed both the gamified and non-gamified conditions. The memory retention rate was 93% in the gamified condition and 80% in the non-gamified condition, suggesting a potential benefit of gamification in memory retention. However, given the small sample size, these findings should be interpreted as exploratory, and additional studies with larger participant groups are necessary to validate the observed effects.  
Participants reported that the gamified condition made the exploration process more engaging and enjoyable, which may have contributed to better memorization performance.  
Figure 1: A simple memory palace for the first preliminary study: (**a**) An aerial view of the entire memory palace. (**b**) A first-person view of a room. (**c**) A display board for note memorization.  
However, participants also noted that the additional time required for familiarization with the environment could be a limitation when applied to real-world scenarios where rapid memorization is necessary. Future improvements could focus on reducing the time required for spatial familiarization while maintaining the benefits of gamification.