Dodging stress with a personalized biofeedback game Conference Paper uri icon

abstract

  • 2014 ACM. 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.

name of conference

  • Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play

published proceedings

  • Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play

author list (cited authors)

  • Rihawi, R., Ahmed, B., & Gutierrez-Osuna, R.

citation count

  • 12

complete list of authors

  • Rihawi, Rami G Al||Ahmed, Beena||Gutierrez-Osuna, Ricardo

editor list (cited editors)

  • Nacke, L. E., & Graham, T.

publication date

  • January 2014