“Nevermind: Creating an Entertaining Biofeedback-Enhanced Game Experience to Train Users in Stress Management” by Reynolds

  • ©Erin Reynolds

  • ©Erin Reynolds

  • ©Erin Reynolds

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Entry Number: 75

Title:

    Nevermind: Creating an Entertaining Biofeedback-Enhanced Game Experience to Train Users in Stress Management

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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>.


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©Erin Reynolds ©Erin Reynolds ©Erin Reynolds ©Erin Reynolds

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