A custom controller measures diaphragm expansion in order to sense deep breathing. This information is fed back to the player in a variety of visual cues, intimately linking their consciousness and breath.
The environment's layout gently encourages the player to slow their breath, to sink deeper and relax. It can be played for therapeutic or aesthetic reasons, and does not require the use on arms, legs or hands.
Ben Kuchera - Polygon
A new paper by Hanneke Scholten and Isabela Granic is out, published by the Journal of Medical Internet Research! Find 'Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint' here or read about it here.
Joanneke Weerdmeester's PhD research on DEEP was featured in a short item on regional TV (with subtitles)
RTL Z shortly stopped by our booth at INDIGO where we were showing DEEP, which resulted in a brief feature on the Dutch news of 17:30 on July 6th, 2017
GEMH-lab will be at INDIGO 2017 to showcase the amazing VR game DEEP, so come and say hi!
In this blog we explore the potential of video games that respond to signals from the player's body, i.e. biofeedback games. Specifically, we discuss whether they can help people to become more aware of their body and to effectively regulate their emotions.
Last Friday GEMH lab was featured in Het Jeugdjournaal to explain why games can help children to overcome their problems, such as anxiety. Het Jeugdjournaal is a Dutch news show that aims to educate children about worldwide and national news.
Niki Smit is co-founder of Monobanda PLAY, a Utrecht based game company that develops playful interactive experiences. He is a game designer and artist.