Ahmad is a doctoral student in the industrial graduate school Data Driven Systems, with a focus on Game Design and Immersive qualities of games.

Entertainment media and video games in particular have become an inseparable part of entertainment regiment of consumer subjects. Growth of video game industry emphasizes this fact and consequently necessitates not only better technical quality of the products but also a deeper understanding of the gamer and her entertainment needs. To grasp the makeup of a habitual gamer it seems essential to study historical, political and societal factors and their psychological effects combined with markings of developmental stages reflected on players' behavior. On the other hand, routine gaming implies a re-occurrence of behavior both within and outside the gaming environment. Although monitoring and recording behavior have long been a common practice in the game industry, most of the instances are limited to performance metrics, detection of anomalies, spending habits and churn prediction to maximize profitability. Immediate and tangible turnover of these methods guarantees their popularity and advancement but also discourages scientists to pursue a deeper analysis on causes and effects of recurring behavior of consumer subjects.