relaxation game concept slides

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Danny - Game Lab 3 Relaxation game: Chill Out! Professor Carrie Heeter, Michigan State University Player Audience: Adults who have acute phobias or anxiety disorders, and have benefitted from behavior- management therapy, but need reinforcement. Central Concept: In many people, extreme anxiety can be caused by particular environmental stimuli or conditions, such as certain animals (e.g. barking dogs), enclosed spaces, crowds, etc. Such anxiety is often expressed in undesirable symptoms, such as rapid heartbeat, sweating, dizziness, tunnel vision, the urge to flee, etc. Ability to avoid or reduce the anxiety is likely to prevent or reduce the symptoms as well; thus, successful reduction of escalated heart rate back to a relaxed level can indicate successful management of the anxiety, and probable reduction of the other undesirable symptoms. Therapeutic coping mechanisms (visualization, deep breathing, etc) have proven effective for some individuals in such situations, but may need practice and reinforcement in novel situations or with heightened stimuli (louder/bigger dogs, very crowded places, etc). An augmented-reality game could provide such incremental situated reinforcement. Cooperative social interaction may also provide useful reinforcement. Having only a rough and possibly out-of-date understanding of this field, I’d need to read the latest research. Platform: Smartphone or tablet app, with optional wireless wristband pulse sensor. slide 1 of 8

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Page 1: Relaxation game concept slides

Danny - Game Lab 3

Relaxation game: Chill Out!

Professor Carrie Heeter, Michigan State University

Player Audience:Adults who have acute phobias or anxiety disorders, and have benefitted from behavior-

management therapy, but need reinforcement.

Central Concept:In many people, extreme anxiety can be caused by particular environmental stimuli or conditions, such as

certain animals (e.g. barking dogs), enclosed spaces, crowds, etc. Such anxiety is often expressed in

undesirable symptoms, such as rapid heartbeat, sweating, dizziness, tunnel vision, the urge to flee, etc.

Ability to avoid or reduce the anxiety is likely to prevent or reduce the symptoms as well; thus, successful

reduction of escalated heart rate back to a relaxed level can indicate successful management of the anxiety,

and probable reduction of the other undesirable symptoms. Therapeutic coping mechanisms (visualization,

deep breathing, etc) have proven effective for some individuals in such situations, but may need practice

and reinforcement in novel situations or with heightened stimuli (louder/bigger dogs, very crowded places,

etc). An augmented-reality game could provide such incremental situated reinforcement. Cooperative social

interaction may also provide useful reinforcement.

Having only a rough and possibly out-of-date understanding of this field, I’d need to read the latest research.

Platform:Smartphone or tablet app, with optional wireless wristband pulse sensor.

slide 1 of 8

Page 2: Relaxation game concept slides

Danny - Game Lab 3

Relaxation game: Chill Out!

Professor Carrie Heeter, Michigan State University

Play Context:Initial training mode in a safe, controlled environment (e.g. home); followed by episodic use in

stressful environments for a few minutes at a time.

Modality:

Single-player mode: The player is aware only of own goals and past performance.

Multi-player mode:

� The player can opt to share own goals and performance with other players in the world

having a similar anxiety disorder (the players’ real identities would remain hidden).

� The player can opt to contribute and receive positive reinforcement (encouragement and

praise) to/from other players; a sort of co-op interaction.

End State:The player “wins a level” when she is able to maintain a relaxed pulse (with no escalation)

throughout a situational episode that would previously have been anxiety-inducing. The game

is essentially open-ended, as the player might choose to tackle an even more intimidating

situation (the “next level”).

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Page 3: Relaxation game concept slides

Danny - Game Lab 3

Relaxation game: Chill Out!

Professor Carrie Heeter, Michigan State University

Core Mechanic:As the player practices a (previously-learned) coping mechanism, his pulse is measured at

specific intervals. If the wristband sensor is used, it measures the player’s pulse automatically

and relays it to the game app; otherwise, the player uses his fingers to measure pulse (on

wrist or neck) with the aid of the app’s 10-second timer, and records it with an on-screen

number-entry slider.

Presentation:During a game episode, the app displays the following:

� a counter showing the most-recent heart rate;

� either a bar graph (showing pulse changes during this episode, and the relaxed rate target)

or a pulsing heart symbol (size correlated with relation to the relaxed heart rate);

� a reminder of the player’s chosen coping mechanism (visual and audio prompts);

� the sound of a simulated heartbeat, matching the player’s target relaxed heart rate.

(see screen sketches on following slides)

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Page 4: Relaxation game concept slides

Danny - Game Lab 3

Relaxation game: Chill Out!

Professor Carrie Heeter, Michigan State University

Measuring heart rate via wrist pulse:

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Don Hankins via Flickr

Page 5: Relaxation game concept slides

Danny - Game Lab 3

Relaxation game: Chill Out!

Professor Carrie Heeter, Michigan State University

Screen display

during an episode:(except when pulse is

being measured)

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Page 6: Relaxation game concept slides

Danny - Game Lab 3

Relaxation game: Chill Out!

Professor Carrie Heeter, Michigan State University

Training Mode:

The player can train with the app in a comfortable, relaxing environment (such as at home), so

as to be able to play the game effectively in an authentic anxiety-inducing situation (episode).

In training mode, the player imagines (perhaps with the use of visual aids) being in an anxiety-

inducing situation, practices the coping mechanisms, and tries to lower her pulse to the

relaxed rate.

Game variables are visible to the player: the current episode’s point value and expected

duration (set with player input), and the relaxed heart rate (measured immediately before the

start of the current episode).

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Page 7: Relaxation game concept slides

Danny - Game Lab 3

Relaxation game: Chill Out!

Professor Carrie Heeter, Michigan State University

Feedback:

In all modes:• Soothing encouragement and praise, both visual (on-screen) and audible (if enabled by player); frequency correlated to the measured changes in pulse. So if the measured pulse is rapidly increasing, messages like “Remember to <selected coping strategy> !” would flash (and be heard) more often; while if the pulse is rapidly decreasing, a message like “You’re doing great!” would be displayed/heard. The player may be able to pre-select the messages.• Points awarded at episode completion, depending on the player’s perceived severity of the situation (set before the episode), the peak heart rate, and the achieved slope of pulse reduction.• Reporting of the player’s performance over time and across episodes: score min/max, trend.

In multi-player co-op mode:• Display of affiliated players’ point goals, high scores and trends.• Ability to record brief messages (visual and/or audio) of encouragement or praise to send to other players.

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Page 8: Relaxation game concept slides

Danny - Game Lab 3

Relaxation game: Chill Out!

Professor Carrie Heeter, Michigan State University

Progression:

The player can choose the anxiety-inducing situation to enter for each episode, but circumstances can sometimes vary unpredictably, resulting in more or less anxiety than expected; so progression in the game depends both on luck and skill.To increase the challenge and score, the player can:• increase the anxiety potential of the episode, based on the situation• increase the planned duration of the episode (exposure to anxiety-causing stimulus)• decrease the time required to reduce elevated heart rate to a relaxed level• maintain a relaxed heart rate for a longer period of time

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