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

Published:21 July 2013Publication 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.Google ScholarGoogle Scholar
  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>.Google ScholarGoogle Scholar

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  • Published in

    cover image ACM Conferences
    SIGGRAPH '13: ACM SIGGRAPH 2013 Posters
    July 2013
    115 pages
    ISBN:9781450323420
    DOI:10.1145/2503385

    Copyright © 2013 ACM

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 21 July 2013

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