John Edison Muñoz Cardona, A. Gonçalves, Tatiana Vieira, D. Cró, Yoram Chisik, S. Badia
{"title":"Space Connection - A Multiplayer Collaborative Biofeedback Game to Promote Empathy in Teenagers: A Feasibility Study","authors":"John Edison Muñoz Cardona, A. Gonçalves, Tatiana Vieira, D. Cró, Yoram Chisik, S. Badia","doi":"10.5220/0005948400880097","DOIUrl":null,"url":null,"abstract":"Biofeedback videogames are physiologically driven games that offer opportunities to individually improve emotional self-regulation and produce mental and physical health benefits. To investigate the feasibility of a novel collaborative multiplayer methodology, we created Space Connection, a videogame to promote empathy in teenagers. Space Connection depicts a futuristic adventure aboard a spaceship in which players have to jointly use their powers to solve a set of physics-based puzzles. The game relies on the use of physiological self-regulation to activate the playing partner powers. Using a low-cost brain computer interface and a respiration rate sensor we provided players with two game powers, namely telekinesis and timemanipulation which are mapped to changes in attention and relaxation. In this paper we describe the game mechanics in three different scenarios: i) the cryogenic room, ii) the space ship corridor and iii) the cargo hold. Finally, we performed a feasibility study with 10 users (aged 22.2 ± 5.6) to evaluate the game experience. Results revealed high scores in enjoyment and empathy but low scores on interface control. Our preliminary data supports the use of novel biofeedback strategies combined with videogames to promote positive emotions and incentive collaboration and teamwork.","PeriodicalId":326453,"journal":{"name":"International Conference on Physiological Computing Systems","volume":"52 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Physiological Computing Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5220/0005948400880097","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 13
Abstract
Biofeedback videogames are physiologically driven games that offer opportunities to individually improve emotional self-regulation and produce mental and physical health benefits. To investigate the feasibility of a novel collaborative multiplayer methodology, we created Space Connection, a videogame to promote empathy in teenagers. Space Connection depicts a futuristic adventure aboard a spaceship in which players have to jointly use their powers to solve a set of physics-based puzzles. The game relies on the use of physiological self-regulation to activate the playing partner powers. Using a low-cost brain computer interface and a respiration rate sensor we provided players with two game powers, namely telekinesis and timemanipulation which are mapped to changes in attention and relaxation. In this paper we describe the game mechanics in three different scenarios: i) the cryogenic room, ii) the space ship corridor and iii) the cargo hold. Finally, we performed a feasibility study with 10 users (aged 22.2 ± 5.6) to evaluate the game experience. Results revealed high scores in enjoyment and empathy but low scores on interface control. Our preliminary data supports the use of novel biofeedback strategies combined with videogames to promote positive emotions and incentive collaboration and teamwork.