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Nevermind: creating an entertaining biofeedback-enhanced game experience to train users in stress management

Published: 21 July 2013 Publication History

Abstract

Nevermind is a PC-based biofeedback-enhanced adventure horror game developed in Unity that challenges the player to go outside of his psychological comfort zone. Its use of biofeedback technology isolates the problem of fear and stress, making it a concrete, measurable entity that can be identified and addressed on a very direct and personal level. The high entertainment value of the game serves to compel players to push further to find out "what happens next" - and, in turn, the demand to venture into the terrifying unknown and return unscathed (both as an in-game character and as a person) encourages players to push beyond boundaries of fear in their own lives.

References

[1]
Csikszentmihalyi, M. 1990. Flow: The Psychology of Optimal Experience. New York: Harper & Row, 1990. Kindle Ebook File. Location 1588.
[2]
Shore, M. and Schore. J. 2007. Right Brain Processes in Psychotherapy: Interactive Affect Regulation as a Central Mechanism of the Change Process. Right Brain Affect Regulationen Essential Mechanism Of Development, Trauma, Dissociation, And Psychotherapy. Yellowbrick. Web. 01 Apr. 2012. <http://www.yellowbrickprogram.com/papers_by_yellowbrick/RightBrainAffectRegulation_p8.html>.

Cited By

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  • (2024)Eyes of Fear: Leveraging Emotion Recognition for Virtual Reality ExperienceProceedings of the 26th Symposium on Virtual and Augmented Reality10.1145/3691573.3691579(90-96)Online publication date: 30-Sep-2024
  • (2021)Emotion Recognition Using a Glasses-Type Wearable Device via Multi-Channel Facial ResponsesIEEE Access10.1109/ACCESS.2021.31215439(146392-146403)Online publication date: 2021
  • (2019)The Mood Game - How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and BoredomProceedings of Mensch und Computer 201910.1145/3340764.3345369(867-870)Online publication date: 8-Sep-2019
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cover image ACM Conferences
SIGGRAPH '13: ACM SIGGRAPH 2013 Posters
July 2013
115 pages
ISBN:9781450323420
DOI:10.1145/2503385
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 21 July 2013

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Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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Cited By

View all
  • (2024)Eyes of Fear: Leveraging Emotion Recognition for Virtual Reality ExperienceProceedings of the 26th Symposium on Virtual and Augmented Reality10.1145/3691573.3691579(90-96)Online publication date: 30-Sep-2024
  • (2021)Emotion Recognition Using a Glasses-Type Wearable Device via Multi-Channel Facial ResponsesIEEE Access10.1109/ACCESS.2021.31215439(146392-146403)Online publication date: 2021
  • (2019)The Mood Game - How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and BoredomProceedings of Mensch und Computer 201910.1145/3340764.3345369(867-870)Online publication date: 8-Sep-2019
  • (2019)Digital Game Devices with Physiological Measurement; For Games as Future Healthcare Bases2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH.2019.8882449(1-5)Online publication date: Aug-2019
  • (2018)A Review of Commercial and Medical-Grade Physiological Monitoring Devices for Biofeedback-Assisted Quality of Life Improvement StudiesJournal of Medical Systems10.1007/s10916-018-0946-142:6(1-10)Online publication date: 1-Jun-2018
  • (2017)DJINNI: A Novel Technology Supported Exposure Therapy Paradigm for SAD Combining Virtual Reality and Augmented RealityFrontiers in Psychiatry10.3389/fpsyt.2017.000268Online publication date: 28-Apr-2017
  • (2017)Physiological measurements on a gaming virtual reality headset using photoplethysmography: A preliminary attempt at incorporating physiological measurement with gamingTENCON 2017 - 2017 IEEE Region 10 Conference10.1109/TENCON.2017.8228049(1251-1256)Online publication date: Nov-2017
  • (2016)Exit 53: Physiological Data for Improving Non-player Character InteractionInteractive Storytelling10.1007/978-3-319-48279-8_3(25-36)Online publication date: 22-Oct-2016
  • (2015)Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror gameJournal on Multimodal User Interfaces10.1007/s12193-015-0208-110:1(31-62)Online publication date: 17-Dec-2015
  • (2014)Dodging stress with a personalized biofeedback gameProceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play10.1145/2658537.2661310(399-400)Online publication date: 19-Oct-2014

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