IEEE J Biomed Health Inform. 2018 Jan;22(1):47-55. doi: 10.1109/JBHI.2017.2671788. Epub 2017 Feb 20.
This paper presents an approach to use commercial videogames for biofeedback training. It consists of intercepting signals from the game controller and adapting them in real-time based on physiological measurements from the player. We present three sample implementations and a case study for teaching stress self-regulation via an immersive car racing game. We use a crossover gaming device to manipulate controller signals, and a respiratory sensor to monitor the players' breathing rate. We then alter the speed of the car to encourage slow deep breathing, in this way, allowing players to reduce their arousal while playing the game. We evaluate the approach against an alternative form of biofeedback that uses a graphic overlay to convey physiological information, and a control condition (playing the game without biofeedback). Experimental results show that our approach can promote deep breathing during gameplay, and also during a subsequent task, once biofeedback is removed. Our results also indicate that delivering biofeedback through subtle changes in gameplay can be as effective as delivering them directly through a visual display. These results open the possibility to develop low-cost and engaging biofeedback interventions using a variety of commercial videogames to promote adherence.
本文提出了一种使用商业电子游戏进行生物反馈训练的方法。它包括拦截游戏控制器的信号,并根据玩家的生理测量数据实时进行调整。我们展示了三个示例实现和一个通过沉浸式赛车游戏教授压力自我调节的案例研究。我们使用交叉游戏设备来操纵控制器信号,并使用呼吸传感器来监测玩家的呼吸频率。然后,我们改变汽车的速度,鼓励缓慢深呼吸,从而使玩家在玩游戏时降低兴奋度。我们将该方法与另一种生物反馈形式进行了对比,该形式使用图形覆盖层来传达生理信息,以及一种对照条件(不使用生物反馈进行游戏)。实验结果表明,我们的方法可以在游戏过程中促进深呼吸,并且在去除生物反馈后,在随后的任务中也可以促进深呼吸。我们的结果还表明,通过游戏玩法的细微变化来提供生物反馈可以与通过直接视觉显示提供生物反馈一样有效。这些结果为使用各种商业电子游戏开发低成本且吸引人的生物反馈干预措施以促进依从性开辟了可能性。