{"title":"Dodging stress with a personalized biofeedback game","authors":"Rami G. Al Rihawi, B. Ahmed, R. Gutierrez-Osuna","doi":"10.1145/2658537.2661310","DOIUrl":null,"url":null,"abstract":"We present a personalized biofeedback game that trains subjects to relax during gameplay. Training is achieved by increasing the game difficulty if the subject's breathing rate differs from a prescribed target. Personalization is achieved by adapting game difficulty to the subject's skill level, thus keeping the game challenging over long periods. Validation on a small group of users indicates that the game is effective at training players to acquire deep breathing skills and reducing arousal in a subsequent stress-inducing task.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"63 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"17","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2658537.2661310","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 17
Abstract
We present a personalized biofeedback game that trains subjects to relax during gameplay. Training is achieved by increasing the game difficulty if the subject's breathing rate differs from a prescribed target. Personalization is achieved by adapting game difficulty to the subject's skill level, thus keeping the game challenging over long periods. Validation on a small group of users indicates that the game is effective at training players to acquire deep breathing skills and reducing arousal in a subsequent stress-inducing task.