空间连接——一种促进青少年共情的多人合作生物反馈游戏:可行性研究

John Edison Muñoz Cardona, A. Gonçalves, Tatiana Vieira, D. Cró, Yoram Chisik, S. Badia
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引用次数: 13

摘要

生物反馈电子游戏是由生理驱动的游戏,它提供了个体改善情绪自我调节和产生心理和身体健康益处的机会。为了研究一种新型多人协作方法的可行性,我们创造了一款名为《空间连接》的电子游戏,旨在促进青少年的同理心。《太空连线》是一款未来冒险游戏,玩家必须共同使用自己的能力来解决一系列基于物理的谜题。该游戏依赖于使用生理自我调节来激活游戏伙伴的力量。通过低成本的脑机接口和呼吸速率传感器,我们为玩家提供了两种游戏能力,即心灵遥感和时间操纵,这两种能力与注意力和放松的变化有关。在本文中,我们描述了三种不同场景下的游戏机制:i)低温室,ii)宇宙飞船走廊和iii)货舱。最后,我们对10名用户(年龄22.2±5.6岁)进行了可行性研究,以评估游戏体验。结果显示,在享受和同理心方面得分较高,而在界面控制方面得分较低。我们的初步数据支持使用新颖的生物反馈策略结合电子游戏来促进积极情绪和激励合作和团队合作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Space Connection - A Multiplayer Collaborative Biofeedback Game to Promote Empathy in Teenagers: A Feasibility Study
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.
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