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 of arms, legs or hands.
Ben Kuchera - Polygon
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!
This month we focus on the connection between mind and body and we will discuss whether video games can help us listen to our body and practice techniques that change our body activity in a way that makes us feel better.
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.
On June 8th our research with DEEP was featured in a great article in the Wallstreet Journal which discussed the promise of combining wearable biosensors with virtual reality and game design to create a new wave of more engaging and potentially more affordable and accessible forms of biofeedback training. In this blog we shortly outline our research with DEEP as well as other biofeedback video games.
Our new open access viewpoint paper "An Integrative Model for the Effectiveness of Biofeedback Interventions for Anxiety Regulation" is online! With this paper we aimed to encourage a new phase of biofeedback research and implementation
GEMH-lab's Joanneke Weerdmeester was interviewed by the local radio RN7 to talk about her research with DEEP
Prof dr. Isabela Granic and Owen Harris (DEEP director) spoke at the Unity for Humanity summit about how the VR biofeedback game DEEP merges art and science to soothe players’ anxiety. Watch the 10-min video where Isabel and Owen outline the design and research of DEEP.
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.
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.
On June 8th our research with DEEP was featured in a great article in the Wallstreet Journal which discussed the promise of combining wearable biosensors with virtual reality and game design to create a new wave of more engaging and potentially more affordable and accessible forms of biofeedback training. In this blog we shortly outline our research with DEEP as well as other biofeedback video games.
During the online edition of the Waterkant Festival, Joanneke Weerdmeester (GEMH-lab) & Owen Harris (Explore DEEP) gave a joint talk on using interactive technology such as games and VR to improve our well-being. Check it out!
Our new open access viewpoint paper "An Integrative Model for the Effectiveness of Biofeedback Interventions for Anxiety Regulation" is online! With this paper we aimed to encourage a new phase of biofeedback research and implementation
GEMH-lab's Joanneke Weerdmeester was interviewed by the local radio RN7 to talk about her research with DEEP
Prof dr. Isabela Granic and Owen Harris (DEEP director) spoke at the Unity for Humanity summit about how the VR biofeedback game DEEP merges art and science to soothe players’ anxiety. Watch the 10-min video where Isabel and Owen outline the design and research of DEEP.
Joanneke Weerdmeester's PhD research on DEEP was featured in a short item on regional TV (with subtitles)
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.
During the online edition of the Waterkant Festival, Joanneke Weerdmeester (GEMH-lab) & Owen Harris (Explore DEEP) gave a joint talk on using interactive technology such as games and VR to improve our well-being. Check it out!
Our new open access viewpoint paper "An Integrative Model for the Effectiveness of Biofeedback Interventions for Anxiety Regulation" is online! With this paper we aimed to encourage a new phase of biofeedback research and implementation
The placebo effect is often used to describe instances where improvements occur as a result of personal beliefs and expectations rather than active ingredients of a treatment. But what exactly does the placebo effect entail? How can it be explained? and why is it important to take into account?
GEMH-lab's Joanneke Weerdmeester was interviewed by the local radio RN7 to talk about her research with DEEP
Owen Harris is a game designer, VR designer and lover of all things playful. When not working on DEEP, he designs games and VR experiences for the University of Cambridge, Cancer Research UK, Gambrinous and others.
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.