Project Explorer · working sheet

Seeds of the Throne

Seeds of the Throne began as years of conversations and thousands of story ideas. The Project Explorer shows how those ideas are being organized into characters, a world, a timeline, and a finished series.

Interpretive still life of recovered records aligned against hidden-system evidence.

Recovered records held against the working evidence.

Story development tools

See how the authoring system turns ordinary language into finished story work.

The Project Explorer shows the live notes, decisions, and workshop used to develop Seeds of the Throne. Each step keeps confirmed decisions separate from suggestions and unanswered questions.

This is a public, read-only look at the real project, so it contains full spoilers. You can try the workshop, but your draft stays in this browser unless you export it.

  1. The author explains the story in ordinary language.

    The system records those ideas and separates confirmed decisions from suggestions and unanswered questions.

    Read how the system is designed
  2. The current workshop asks one consequential question at a time.

    Each question helps the author decide a missing cause, character choice, relationship, world rule, or event.

    Open a workshop question
  3. Accepted answers are added where they belong.

    An accepted decision can update character notes, the timeline, world rules, plot events, and the list of remaining questions.

    Review decisions and supporting information
  4. Use the completed plan to write and revise scenes.

    The planned system will create scene outlines, draft prose, check continuity, revise weak sections, and assemble the manuscript for the author's approval.

    Read the system plan

Seeds of the Throne is the working example. The notes, decisions, and workshop below are the live project, not a demonstration mockup.

Vault overview

See the whole story-development system at a glance.

605 notes work together as one system. The vault remembers where ideas came from, what the author decided, what remains uncertain, and what should happen next.

The vault turns conversations into organized story memory. It preserves sources, separates decisions from suggestions, finds missing connections, supports research and workshops, prepares scenes and prose, checks continuity, and publishes selected material without surrendering author control.

  • Working now Capture, memory, workshops, and research already operate.
  • Needs repair Current-state agreement, automatic checks, and decision updates still drift.
  • Planned next Durable answers, manuscript production, and mobile save are not built yet.
  1. Capture

    Conversations, mobile notes, and raw ideas are preserved.

  2. Understand

    Current context and compiled notes explain what the project means now.

  3. Decide

    Workshops ask one important question and preserve the author's answer.

  4. Develop

    Research, alternatives, story structure, and focused tests strengthen the work.

  5. Create

    Scene plans, prose, images, and manuscript material are produced for review.

  6. Share

    Selected material becomes the story site, Project Explorer, and public posts.

What lives where

Each area has a job. Folder names are secondary detail.

  • New material

    Preserves incoming ideas and the order in which they developed.

    00 Inbox, 01 Sessions

  • Story memory

    Keeps the detailed working knowledge and a smaller briefing used to resume work.

    02 Story, 03 Context

  • Research

    Separates questions, reports, and usable findings from story decisions.

    04 Research

  • Public work

    Holds reviewed material prepared for readers.

    05 Public

  • Drafts

    Holds scenes and manuscript candidates awaiting review.

    06 Draft

  • Decisions and direction

    Records choices, contradictions, current work, handoffs, and verification.

    07 QA, 07 Coordination

  • Development tools

    Diagnoses missing connections and tests possible story directions.

    08 Story Loop, 09 Story Exploration

  • Reusable methods

    Provides repeatable methods for writing, research, images, websites, and checks.

    skills, scripts

What already works, what needs repair, and what is still planned

Working well

  • Idea and session capture
  • Human-readable story memory
  • Author authority and decision boundaries
  • Research kept separate from story truth
  • Workshop questions that wait for an answer
  • Decisions, contradictions, and open questions
  • Visual identity and image controls
  • Markdown files and recoverable history
  • Searchable file access

Needs repair

  • One trustworthy current-state view
  • Automatic checks before a change is merged
  • Shared labels and stable record identifiers
  • Updating every affected note after a decision
  • Keeping the weekly cycle current
  • Clearer boundaries around older folders
  • A cleaner split between the repository and the live site

Planned next Not built yet

  • Durable integration of conversational answers
  • Automatic reports of what a decision would change
  • Complete scene-to-manuscript production
  • Manuscript assembly and export
  • Reliable mobile save, resume, and synchronization

The next build order

  1. Make builds and checks reliable.
  2. Create one trustworthy current state.
  3. Normalize the records for one small complete path.
  4. Connect accepted decisions to every affected file.
  5. Prove one complete path from conversation to approved manuscript material.
  6. Expand only after that path works.

Current story development

See what the story already has and what it still needs.

The system checks the whole story for missing causes, weak character decisions, unclear rules, and unfinished events. The results show the author what to work on next.

Current story premise

The colonization process trains participants and contains dangerous criminals.

Humanity developed the Luminai inside an interactive colonization environment. Sylvan and his Luminai are tested against Samuel Franklin, a criminal already held inside the containment process.

The current story problem Make the formal separation, rapid financial collapse, processing, exposure, and accepted placement feel inevitable.

Read the current story assessment

0 / 10major story problems resolved

Current development pass0%
0%
Current sweep
Reassessment
Current task
RW-01
  1. 01 Reassessment
  2. 02 Causal sequence
  3. 03 Character agency
  4. 04 Systems + evidence
  5. 05 Scene design
  6. 06 Draft

Story files

Browse the files used to develop the story.

Search 605 documents about the world, characters, plot, research, decisions, workshops, and earlier ideas.

Current document 04 Research/Full Reports/41 - Obsession as a Containment Vulnerability.md

41 - Obsession as a Containment Vulnerability

Status: research / advisory / non-canon Date: 2026-08-20 Story focus: Sylvan, Samuel Franklin, George, voluntary simulated containment

Research supports the story but does not establish story facts. Any story mechanism described below becomes canon only through author/GPT integration into the story layer.

Research question

Could a sufficiently powerful obsession become a vulnerability that allows someone like Sylvan to lure Samuel or George voluntarily into a simulated containment environment?

More specifically: if Sylvan can present each person with a convincing opportunity to achieve the thing he has pursued unsuccessfully for most of his life, could the target become willing to enter, remain inside, and rationalize discrepancies in an artificial environment because the environment appears to satisfy that obsession?

Bottom line

Yes, with an important qualification.

There is substantial psychological and neuroscientific support for the individual mechanisms required by this scenario. There is no existing scientific demonstration of the complete fictional mechanism, especially a seamless long-term simulated containment world. That portion remains speculative. But the behavioral architecture underneath it is well grounded.

The most convincing version is not that Sylvan creates a fake world so realistic that Samuel and George simply cannot tell it is fake.

It is that Sylvan discovers the one outcome each man needs reality to contain, then creates an environment in which that outcome finally appears possible. Their obsession supplies much of the deception for him.

The simulation does not need to overpower skepticism completely. It needs to give skepticism an opponent that the target desperately wants to win.


1. The unfinished goal

[SUPPORTED]

Psychological research shows that unfulfilled goals can remain cognitively active even while someone is trying to perform unrelated tasks.

Experiments on unfulfilled goals found that activated but incomplete goals produced intrusive thoughts, made goal-related concepts more mentally accessible, and impaired performance on unrelated tasks. Creating concrete plans for completing the unfinished goal could reduce these effects.

A 2026 meta-analysis of the so-called Zeigarnik/Ovsiankina family of effects likewise found that unfinished tasks are associated with continued thoughts about those tasks outside the context in which they were being pursued, with particularly strong relationships to rumination.

Research specifically examining unattainable goals has also found that some people experience considerable difficulty cognitively disengaging from them and that failure to disengage can involve continued rumination.

Story implication

An obsession can function as an unresolved cognitive loop.

The person is not merely interested in the goal. His life has become organized around the fact that it has not happened yet.

Sylvan therefore does not have to manufacture Samuel's or George's desire. He finds something their own minds have been rehearsing for years or decades.

Key source: Masicampo & Baumeister, 2011, Consider it done! Plan making can eliminate the cognitive effects of unfulfilled goals, Journal of Personality and Social Psychology. PMID 21688924. https://pubmed.ncbi.nlm.nih.gov/21688924/

Related source: Martin & Tesser tradition on rumination and goal blockage; later empirical work on unattainable-goal disengagement. https://pmc.ncbi.nlm.nih.gov/articles/PMC4104823/


2. Obsession can suppress competing goals

[SUPPORTED]

Research on obsessive passion distinguishes it from harmonious passion. Obsessive passion is associated with a more rigid internal pressure to pursue a focal activity and can lead people to sacrifice or suppress competing goals in favor of the dominant pursuit.

This maps well onto a containment vulnerability.

Ordinary decision-making roughly resembles:

desire + risk + alternatives + consequences -> decision

Obsession can distort that balance toward:

THE GOAL + everything else -> decision

The alternatives have not disappeared objectively. They have become less psychologically important.

Story implication

Samuel or George can remain intelligent, suspicious, calculating people and still make an apparently irrational decision.

They can see the danger and enter anyway because the promised outcome outweighs the competing values.

Source: research on obsessive passion, goal shielding, and conflict among life goals. Example indexed study: PMID 30742310. https://pubmed.ncbi.nlm.nih.gov/30742310/


3. Wanting can become stronger than enjoyment

[SUPPORTED]

Reward neuroscience distinguishes between motivational wanting and hedonic liking. Incentive-salience theory argues that reward-related cues can acquire disproportionate motivational power, producing intense pursuit even when the eventual reward is not correspondingly pleasurable.

Reward-associated cues can become "motivational magnets": they capture attention and can temporarily amplify pursuit.

Decision value can therefore become greater than remembered or predicted enjoyment. A person can intensely pursue something that previous experience should have taught him will not actually satisfy him.

Story implication

The obsession does not actually have to be satisfying. It only has to remain compelling.

Samuel might spend decades pursuing supremacy, recognition, control, vindication, or possession without ever becoming genuinely content when he receives fragments of them.

George might pursue legitimacy, inheritance, paternal recognition, proof of superiority, or an identity his upbringing promised him.

The fact that partial achievements have never satisfied them does not invalidate the trap. It can strengthen it because they are pursuing an imagined next state, not remembering the emotional reality of the previous one.

Sources: Berridge & Robinson on incentive salience and wanting versus liking. https://pubmed.ncbi.nlm.nih.gov/17072591/ https://pmc.ncbi.nlm.nih.gov/articles/PMC5831552/ https://pmc.ncbi.nlm.nih.gov/articles/PMC4190099/


4. The useful target is not the declared goal but the behavioral obsession

[SUPPORTED -> STORY APPLICATION]

If Sylvan has extensive longitudinal behavioral information about the contained people, he does not merely need to know what they claim to want. He can model what actually changes their behavior.

A person's declared goal might be power, justice, recognition, inheritance, love, revenge, status, or vindication.

But the obsession may have a much narrower psychological signature.

Samuel might not really want "power." He may want the moment when everyone who dismissed him is forced to acknowledge that he was superior to them.

George might not really want "the throne." He may want the impossible moment in which receiving it retroactively proves that his entire upbringing had meaning.

Those are more dangerous vulnerabilities because they are difficult to substitute. Money, comfort, ordinary political authority, or pleasure may not satisfy them. Even real success may fail to satisfy them.

Only a particular narrative outcome can.

Story principle

Sylvan does not manufacture generic temptation.

He manufactures the missing ending of the target's personal story.


5. Motivated reasoning helps maintain the trap

[SUPPORTED]

Research on motivated reasoning shows that when people are motivated to reach a preferred conclusion, they can selectively access, construct, and evaluate information in ways that support that conclusion.

The important limitation is that people still usually need to construct something that feels like a reasonable justification. Desire does not permit unlimited belief.

This limitation is useful for the novel because Sylvan cannot create a crude fantasy and expect an intelligent target to accept it.

Weak trap

"Congratulations. Your obsession has magically come true."

Strong trap

"Something has changed. There appears to be a narrow opportunity to finally obtain it."

Now the target performs the reasoning.

Because the desired conclusion is psychologically enormous, ambiguous evidence can be interpreted in its favor.

Source: Kunda, 1990, The case for motivated reasoning, Psychological Bulletin. PMID 2270237. https://pubmed.ncbi.nlm.nih.gov/2270237/


6. The simulation should resist the target

[STORY INFERENCE FROM SUPPORTED MECHANISMS]

A perfectly accommodating fantasy may be less convincing than a difficult one.

The simulated environment should contain:

  • resistance;
  • delays;
  • rivals;
  • incomplete information;
  • setbacks;
  • bureaucracy;
  • uncertainty;
  • people who disagree with the target;
  • apparent opportunities for discovery;
  • occasional victories.

This resembles ordinary reality, gives causal explanations for why the obsession has not been instantly achieved, and forces the target to invest.

Every obstacle can become additional evidence that the prize is real enough to be contested.

The strongest environment therefore does not convert the obsession from impossible to fulfilled.

It converts it from:

impossible

into:

almost possible.


7. Presence and plausibility in simulated environments

[SUPPORTED]

Virtual-reality research provides useful language for understanding why artificial environments can provoke genuine responses even when participants intellectually know they are artificial.

Mel Slater's framework distinguishes:

  • Place illusion: the perceptual sensation of being somewhere.
  • Plausibility illusion: the sensation that events occurring there are genuinely happening.

Natural sensorimotor contingencies and events that respond appropriately to the participant strengthen these effects.

[PREMISE]

The parent civilization possesses sufficiently advanced simulation, biological-interface, sensory-control, or environmental-reconstruction technology to generate experiences whose perceptual and causal consistency approaches ordinary reality.

The scientific basis lies in the known importance of coherent sensory feedback, natural physical interaction, environmental responsiveness, believable causality, social response, and continuity. The extreme technological implementation remains fictional.

Source: Slater and later VR-presence literature. https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2022.914392/full


8. Proposed story concept: motivational plausibility

[STORY SYNTHESIS]

A useful Seeds of the Throne term is motivational plausibility.

A world feels real not merely because its walls look real. It feels real because events behave in the way the subject believes events surrounding his most important goal should behave.

Samuel knows what struggle for his obsession feels like.

George knows what struggle for his obsession feels like.

Sylvan therefore recreates the structure of their pursuit rather than merely its appearance.

That structure includes the correct kinds of:

  • opposition;
  • hierarchy;
  • humiliation;
  • opportunity;
  • enemies;
  • rewards;
  • uncertainty;
  • social reaction;
  • progress.

The simulation becomes convincing because it behaves according to the target's internal model of reality.


9. Why reality should be mixed into the simulation

[FICTIONAL MECHANISM WITH STRONG PSYCHOLOGICAL LOGIC]

The strongest containment environment may not be wholly fabricated.

It can be a controlled mixture of:

real information + real people or representations + real historical events + genuine communications + synthetic causal structure

This creates an epistemic trap.

Samuel verifies something. It is true.

He verifies another thing. Also true.

He checks a person, archive, political event, financial record, technological detail, or private fact. Correct again.

Successful verification of peripheral reality creates confidence in the central falsehood.

The simulation therefore does not need to counterfeit the entire universe. It principally needs to counterfeit the meaning of the situation.

Almost everything Samuel sees might be true while his conclusion about why he is there and what he can achieve is false.


10. The containment inversion

Traditional containment requires force. The prisoner wants to leave.

Sylvan's system can invert that relationship.

The prisoner refuses to leave.

The outside world is where the obsession appears impossible. The containment environment is the only place where fulfillment appears possible.

Escape therefore becomes psychologically equivalent to surrender.

A door could literally be available.

Samuel stays.

George stays.

Not because the door is physically locked, but because walking through it means admitting:

It was never going to happen.

Obsession itself becomes part of the containment architecture.


11. Voluntary-entry mechanism

A plausible sequence:

Stage 1 - Characterization

Sylvan's systems have years or decades of behavioral evidence and identify the target's terminal obsession, rather than merely his stated desires.

Stage 2 - Impossibility

The target increasingly understands that the obsession cannot be achieved under ordinary conditions. The goal remains active, but ordinary reality no longer provides a viable path.

Stage 3 - Anomaly

Something previously impossible appears to change.

Not fulfillment. Opportunity.

A person contacts him. A hidden territory becomes accessible. An authority changes position. A system appears vulnerable. A secret becomes discoverable. A rival disappears. A pathway appears.

Stage 4 - Verification

The target investigates. Most things check out because Sylvan deliberately allows them to check out.

Stage 5 - Commitment

Entering the environment requires a consequential choice by the target.

Sylvan does not abduct him.

Samuel chooses.

George chooses.

Stage 6 - Progressive investment

The obsession appears progressively closer. Every apparent victory requires another commitment.

Stage 7 - Containment

Leaving would now require abandoning the obsession after finally obtaining apparent evidence that it was achievable.

The psychological barrier to escape becomes stronger than the physical one.


12. Samuel application

[CHARACTER APPLICATION / NON-CANON UNTIL INTEGRATED]

Samuel is particularly suited to this mechanism if his obsession ultimately centers on some combination of recognition, control, superiority, vindication, and the opportunity to possess something everyone else believed he could never possess.

The key is that Sylvan should not simply give Samuel power.

Samuel must believe he has discovered a way to take it.

If Samuel sees himself as uniquely clever, being handed his obsession may be insulting or suspicious. Instead, Sylvan constructs circumstances in which Samuel believes:

  • everyone else has misunderstood the situation;
  • he noticed an opportunity they missed;
  • he can secretly manipulate the system;
  • he is deceiving his supposed captors;
  • he is acquiring control they do not realize he has;
  • he can eventually emerge having defeated everyone.

This meshes directly with the developing Samuel containment deception.

The apparent loophole can actually be the entrance to the cage.

Samuel thinks:

I tricked them.

The containment system effectively records:

Subject accepted containment.

Every subsequent act by Samuel to hide his supposed advantage can then make the trap stronger by causing him to conceal his own imprisonment from himself.


13. George application

[CHARACTER APPLICATION / NON-CANON UNTIL INTEGRATED]

George requires a different trap.

His vulnerability can concern identity rather than only acquisition.

The environment offers him the possibility that the story of his life was true after all:

  • he really was meant to inherit;
  • he really is indispensable;
  • his father really did prepare him for something extraordinary;
  • all of his suffering really did indicate significance;
  • he finally has the opportunity to prove himself against Sylvan;
  • victory will force everyone to recognize who he was supposed to be.

This is especially powerful because abandoning the simulated struggle would not merely mean giving up a reward.

It would mean abandoning an identity.

For George:

leave the simulation

psychologically becomes:

accept that the explanation around which you built your life was false.


14. Different obsessions, same machine

The containment system does not require every prisoner to share the same psychology.

It discovers what each person cannot abandon.

For one person: control.

For another: recognition.

For another: revenge.

For another: love.

For another: historical importance.

For another: vindication.

For another: restoration of an imagined past.

The physical and computational infrastructure can be universal while the motivational bait is individualized.


15. Intelligence does not protect the target

A major advantage of this mechanism is that Samuel and George do not have to become stupid for it to work.

Motivated reasoning is not the absence of reasoning. It can involve considerable reasoning employed in the service of reaching or defending a preferred conclusion.

An obsessed person can therefore:

  • test evidence;
  • identify inconsistencies;
  • distrust people;
  • run experiments;
  • formulate competing hypotheses;
  • catch actual deception;

and still remain trapped.

Sylvan can even permit some deception to be discovered.

Samuel uncovers a lie and concludes:

I knew they were manipulating me.

Correct.

Then:

Therefore my theory about what they are really doing must be correct.

Wrong.

Catching the first-order deception strengthens confidence in the second-order deception.

This is a particularly strong mechanism for Samuel's developing story.


16. Sylvan does not defeat reason. He recruits it.

A less sophisticated containment AI attempts to convince the subject.

Sylvan's system gives the subject evidence from which he can convince himself.

That allows skepticism to remain intact.

The target's intelligence can make the prison stronger because he continually constructs explanations for anomalies.

Sylvan does not need to anticipate every question. He needs an accurate enough model of the obsession that Samuel or George will generate many of the missing explanations themselves.


17. High-value option: the genuine prize

[PREMISE / STORY OPTION]

Some component of the obsession can actually be real.

Sylvan may genuinely permit Samuel or George to obtain something previously impossible.

Samuel may actually control something.

George may actually receive authority over something.

A real person may actually recognize him.

A real enemy may actually suffer a consequence.

A genuine political or economic system might respond to actions originating inside containment.

The falsehood lies elsewhere.

The target mistakes:

limited genuine agency

for:

the unlimited achievement of his obsession.

This can make the trap significantly more convincing than a completely artificial reward.

It also introduces a meaningful cost to Sylvan: containment may require allowing controlled contact with reality.


18. Keep the obsession slightly unfinished

Research on unfinished goals suggests that incompletion helps keep goals cognitively active.

This yields a strong design rule for Sylvan's containment environments.

Do not fully satisfy the obsession.

Use a repeating structure:

proof -> obstacle -> progress -> obstruction -> breakthrough -> new condition

The target perpetually occupies the state:

I'm finally close.

Full satisfaction risks extinguishing the motivational engine.

Complete failure risks disengagement.

The strongest containment environment may live between them.

Not fulfillment.

Imminence.


19. The trap can become self-maintaining

After sufficient investment, Sylvan may no longer need to generate strong external incentives.

The contained person accumulates:

  • relationships;
  • enemies;
  • secrets;
  • accomplishments;
  • sunk identity;
  • strategies;
  • unfinished plans;
  • status;
  • narratives about himself.

The simulation has become another life.

Leaving threatens all of it simultaneously.

The original obsession gets the subject through the door. The world constructed around the obsession keeps him there.


20. Scientific-strength assessment

MechanismResearch basisStory confidence
Unfinished goals remain cognitively activeStrongHigh
Blocked goals can produce intrusive thought and ruminationStrongHigh
People differ in ability to disengage from unattainable goalsStrongHigh
Obsessive passion can suppress competing goalsGoodHigh
Reward cues can capture attention and increase pursuitStrongHigh
Wanting can diverge from likingStrong neuroscience literatureHigh
Desired conclusions can bias reasoningStrong but boundedHigh
Interactive virtual environments can produce presence/plausibilityStrongHigh
Personally tailored obsession increases simulation acceptanceLogical synthesisModerate-high
A target will voluntarily remain indefinitely in such containmentFictional extrapolationModerate
Near-perfect simulation indistinguishable from realityTechnological premiseSpeculative
Advanced AI can infer a person's terminal obsession with extreme precisionTechnological premise built from behavioral modelingSpeculative but setting-compatible

21. Proposed containment rule

[STORY SYNTHESIS / NOT YET CANON]

Obsession is a standing authorization.

Anyone capable of accurately modeling what a person cannot give up possesses a pathway around that person's ordinary defenses.

The containment system does not ask:

What does this person enjoy?

It asks:

What outcome would this person sacrifice everything else for the chance to finally obtain?

Once identified, the system does not give him that outcome.

It constructs a believable road toward it.

He enters voluntarily.


22. Direct integration with Samuel's containment deception

This research provides a foundation for the current Samuel concept.

Samuel enters containment believing he has found a way to reverse the intended power relationship.

He discovers what appears to be an exploitable flaw.

He negotiates.

He deceives his handlers.

He obtains apparent surveillance or control.

He begins learning what they supposedly intended to conceal from him.

Because some of what he learns is genuinely true, the entire discovery feels authenticated.

Samuel therefore believes:

Containment failed because I was smarter than the people operating it.

The deeper possibility is:

The belief that he defeated containment is the mechanism keeping him inside it.

Sylvan does not need Samuel to believe every lie.

He needs Samuel to believe one enormously important proposition:

There is still something here that I can win.

As long as that remains true in Samuel's mind, the cage can remain open.


23. Thematic implication

This mechanism fits the broader containment themes of Seeds of the Throne because it turns domination inward.

Primitive authority contains a dangerous person with walls.

More sophisticated authority contains him with surveillance.

The civilization behind Seeds of the Throne can do something more unsettling:

It gives him the world he has been demanding.

Not quite.

Almost.

Enough that he will spend years trying to reach the final room.

The impossible obsession is not the target's escape route.

It is the handle.


Integration questions for the next story session

  1. What is Samuel's exact terminal obsession: control, vindication, recognition of superiority, possession, or a more specific combination?
  2. What concrete event convinces Samuel that he has found a loophole in containment?
  3. What real information is deliberately allowed through so Samuel can independently verify the environment?
  4. What apparent surveillance/control capability does Samuel believe he secretly retained?
  5. Which discoveries are genuinely true, and which false conclusion are those truths designed to support?
  6. What is George's terminal obsession, and how is it structurally different from Samuel's?
  7. Does George enter containment to prove himself against Sylvan, to inherit something, to gain paternal validation, or to preserve an identity?
  8. How much real-world agency is Sylvan willing to give a contained person to maintain plausibility?
  9. Is voluntary entry itself legally or institutionally important to the parent civilization's containment ethics?
  10. What would cause either Samuel or George to finally recognize that the obsession itself was the entry mechanism?

Sources

  • Masicampo, E. J., & Baumeister, R. F. (2011). Consider it done! Plan making can eliminate the cognitive effects of unfulfilled goals. Journal of Personality and Social Psychology. https://pubmed.ncbi.nlm.nih.gov/21688924/
  • Research on goal disengagement and rumination around unattainable goals: https://pmc.ncbi.nlm.nih.gov/articles/PMC4104823/
  • Obsessive passion / competing goals research indexed at: https://pubmed.ncbi.nlm.nih.gov/30742310/
  • Berridge, K. C., Robinson, T. E., and related incentive-salience literature on wanting vs. liking: https://pubmed.ncbi.nlm.nih.gov/17072591/
  • Incentive salience and motivational magnet effects: https://pmc.ncbi.nlm.nih.gov/articles/PMC5831552/
  • Reward valuation / wanting vs. liking review: https://pmc.ncbi.nlm.nih.gov/articles/PMC4190099/
  • Kunda, Z. (1990). The case for motivated reasoning. Psychological Bulletin. https://pubmed.ncbi.nlm.nih.gov/2270237/
  • Slater and later literature on place illusion and plausibility in virtual reality: https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2022.914392/full