DEEP: A biofeedback virtual reality game for children at-risk for anxiety
Publication year
2016Publisher
New York : ACM
ISBN
9781450340823
In
Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp. 1989-1997Annotation
CHI'16 CHI Conference on Human Factors in Computing Systems (San Jose, CA, USA - May 07 - 12, 2016)
Publication type
Article in monograph or in proceedings
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Organization
SW OZ BSI OGG
SW OZ BSI BO
Languages used
English (eng)
Book title
Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
Page start
p. 1989
Page end
p. 1997
Subject
Developmental PsychopathologyAbstract
Biofeedback games have the potential to make gaming a deeply personal experience by linking the gamespace to each player's physiological state. First, this paper describes the psycho-educational potential of the horror-themed biofeedback game Nevermind. In Nevermind, players' heart rate is continuously read into the game which in turn adapts to the player's momentary levels of negative affective arousal. Greater negative arousal causes the game and its horror-themed settings to become more disturbing. As a result, Nevermind challenges players to improve their emotion regulation skills by encouraging them to healthily down-regulate their negative affective states in the face of stressful situations. Second, Nevermind implements valuable design practices, practices which we share here. Finally, we describe a recent study conducted on 47 players. We discuss potential physiological metrics which may be useful for understanding how behaviors in the real world relate to those in biofeedback games like Nevermind.
This item appears in the following Collection(s)
- Academic publications [243399]
- Electronic publications [129936]
- Faculty of Social Sciences [29983]
- Open Access publications [104460]
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