Dodging Stre ess Witth A Pe ersonalized Biofeedb back Ga ame Rami R Al Rih hawi Texaas A&M University Doha, Qataar [email protected] Beeena Ahmed d Texas A&M Univ ersity Doha, D Qatar beena.ahm [email protected] Ricardo Gu utierrez-Osuna Texas A& &M Universiity College Staation, TX, U USA rgutier@ @cse.tamu.eddu A ABSTRACT RELAT TED WORK W We present a personalized biofeedback game g that trains ssubjects to relaax during gameeplay. Training g is achieved by b inncreasing the game g difficulty y if the subjectt’s breathing raate ddiffers from a prescribed p targ get. Personalizaation is achieved bby adapting gam me difficulty to t the subject’ss skill level, th hus kkeeping the gam me challenging g over long perriods. Validatio on oon a small grroup of userss indicates that the game is eeffective at traiining players to o acquire deep p breathing skillls aand reducing arrousal in a subssequent stress--inducing task. Due too their broad appeal and iinteractive natture, video games have been exxplored to helpp regulate the impact of stress. In early workk, Leahy et al. [2] developedd a game to teach deep relaxatiion to patientts with irritaable bowel syndroome, an ailmennt to which streess is a major ccontributor. More rrecently, Reynoolds et al. [3] ddeveloped a gaame to help playerss cope with fe fear; to succeeed, players hadd to lower their ppsychological aarousal, as meeasured with a heart rate sensor.. Parnandi et aal. [4] developeed Chill-Out, a game that trains players to relax by penalizzing high breatthing rates me difficultyy. When com mpared to with increased gam traditioonal DB and a non-adaptivve version of the game, Chill-O Out was found to be more efffective in transferring DB skills and reducing arousal durinng a subsequuent stressinducinng task. A Author Keywo ords G Games for heallth; stress; bioffeedback; wearrable sensors. A ACM Classification Keyword ds JJ.2.3 [Computter Application ns]: Life and Medical M S Sciences –Heallth; K.8.0 [Com mputing Milieeux]: Personal C Computing –Geeneral –Gamess. INTRODUCTIO ON C Chronic stress is becoming the “silent killer” due to th he hhidden dangerrs that it posees to our heaalth. Common nly pprescribed stress reduction techniques t incllude meditatio on, ddeep breathing (DB), relaxattion and biofeeedback [1], wiith D DB being th he easiest and a most co ommonly useed. U Unfortunately, these treatmen nts have high attrition a rates du ue too decreasing motivation m levels with time and fail to traain ssubjects to eng gage in relaxaation-inducing behavior in th he ppresence of strressors. Thus, there is a neeed for treatmen nts thhat help individuals learn to o regulate theirr stress respon nse uunder duress while w keeping th hem motivated. (a) (b) Fig. 1. (a) The goal oof the game is tto move the blu ue ball from one sid de of the screen n to the other w without hitting the smaller obstaclles. (b) Mappingg breathing ratee into game diffiiculty. W We present Dodging D Stress, a biofeedback game wheere ssubjects are trrained to slow w down theirr breathing (i.e. bbreathe deeply y) to induce reelaxation by modulating m gam me ddifficulty. Thee game is th hen personalized by furth her aadapting game difficulty baseed on the subject’s skill level to m maintain engag gement. We also present resu ults from a pillot sstudy to test thee effectiveness of the approacch. GAME E DESIGN Dodginng Stress is aan adaptation of Dodge [5]], an open source Android gamee under GNU-G GPL. Shown inn Fig. 1(a), the goaal in Dodge is to steer a ball ffrom one side of the field to the other side w without hitting any obstacless, as many We adapt Dodgge for game-biofeedback times aas possible. W purposses by introduucing a positivve feedback ccontrol law that inncreases the ggame difficultty in proportiion to the player’’s breathing rrate deviating from the ideeal of five breathss per minute. Namely, giveen the player’ss breathing rate ( ), game difficculty ( at tim me follows a piecewiseFig. 1(b). In coontrast with [5]], however, linear U curve; see F the gam me difficulty iis not tied to aan intrinsic paarameter of the gam me but to the pplayer’s skill level, as measuured during gamepplay. This allow ws the game to adapt to eaach player, keepinng them engaaged regardlesss of their skkill levels. Namelly, the game m maintains an estimate of thhe player’s P Permission to make digital or hard copiies of part or all of this t work for person nal oor classroom use is granted without feee provided that co opies are not made or ddistributed for profit or commercial ad dvantage and that co opies bear this notiice aand the full citation on the first page. Copyrights C for third d-party components of thhis work must be ho onored. For all otheer uses, contact the Owner/Author. O C Copyright is held by y the owner/author(ss). C CHI PLAY '14, Oct 19-22 2014, Torontto, ON, Canada A ACM 978-1-4503-3014-5/14/10. hhttp://dx.doi.org/10.1145/2658537.2661 1310 399 activityy. Work is undderway to com mpare the effectiveness of Dodginng Stress agaainst traditionaal relaxation techniques (i.e., ddeep breathingg), and investiigate the effecct of game difficuulty (e.g. easy vvs. hard settings) on skill traansfer on a larger subject pool. Alternative measures of stress (i.e. salivarry cortisol) annd game effecctiveness (i.e. subjective experieence) are aalso being ppursued at tthis time. Personnalization mayy also be improved byy tracking perform mance over reepeated attemppts to better ppredict the subjectt’s optimal leevel. This willl maintain gaame appeal over llonger periods, thus reduccing attrition rates and enablinng continuous improvement iin relaxation skkills. pprobability of success ( = successful/o overall attemptts) oover a 45-sec window and then adjusts the number of oobstacles as: 2 2 2 3 3 3 ∨ 7 7 ∧ 7 ∧ 0.05 0.05 (1 1) w where 10 0 is the initiial number off obstacles an nd 0.75 is the threshold (i.e. 75% chance of o success). P PILOT USER STUDY S W We evaluated Dodging Stresss through a user u study (N= =5 m male participan nts, ages 20–23 3 years) with th he protocol [5]:: Training (4 min): Subjectts watched a video v describin ng hing (DB), and d then practicced DB with an deep breath auditory paccing signal at 6 brpm for 2 minutes. m Stressor (4 min): Subjectss performed a modified Stroo op t (CWT) as a pre-treatmen nt stressor. color word test Treatment (8 min): Subjeccts played Dodging Stress. Stressor (4 min): m Subjects repeated CWT T post-treatmen nt. Game difficulty Respiration rate (brpm) 11 T To evaluate thee game’s effecttiveness in teacching relaxatio on, w we recorded heeart rate variab bility (HRV) an nd electroderm mal aactivity (EDA)), both of wh hich are proveen physiologiccal inndicators of stress s [6, 7]. EDA was measured m with a S Shimmer GSR R sensor, wherreas heart and respiration raate w were measured with a Zephyrr BioHarness. 9 7 5 3 7 5 3 1 ‐ ‐1 0 50 100 150 200 25 50 Time (seconds) 300 350 4 400 450 Fiig. 3. Respiratiion and game d difficulty for sub bject 1 ACKNO OWLEDGEME ENT This ppublication waas made possibble by NPRP grant # 5678-2--282 from thee Qatar Natioonal Researchh Fund (a made herein membeer of Qatar Foundation). Thee statements m are sollely the responssibility of the aauthors. REFER RENCES 1. Ricchardson, K. M M. and Rothsteinn, H. R. Effectss of occcupational stresss management intervention prrograms: A metta-analysis. J. O Occ. Health Psy sy. 13. 1 (2008). 69-93. 2. Leaahy, A. et al. Coomputerised biiofeedback gam mes: a new metthod for teachinng stress managgement and its use in irrittable bowel synndrome. J. RCP P London 32. 6 (1998). 5522-6. Fig. 2. Pre-- and post-task HRV (root mea an square of successive diffeerences in a 30-ssec window) an nd EDA (numbeer of skin conducttance responsess above 2 S in a 30-sec window w) R RESULTS 3. Reyynolds, E. Neveermind: creatinng an entertaining bioffeedback-enhannced game expperience to trainn users in streess managemennt. In Proc. SIG GGRAPH '13, A ACM, (20013). F Fig. 2 shows th he HRV and EDA E pre- and post-tasks p for all a pparticipants in n the study. Overall, subjjects showed a ddecrease in ED DA and an incrrease in HRV between b the prreaand post-tasks (both measu ures indicativee of relaxation n), eexcept for subjject 5. Fig. 3 shows the traj ajectory of gam me ddifficulty and breathing b rate for one subjeect in the stud dy; ggame difficulty y closely follow ws changes in respiration ratte, ppeaking at the 50-sec mark, when 7. Between 170 4 425 seconds, the difficulty y level track ks the subjectt’s ssuccess rate while w 3 7. User feed dback was also ppositive, with subjects s expresssing an intereest in continuin ng too play the gam me. 4. Parrnandi, A. et al.. Chill-Out: Rellaxation Traininng through Resspiratory Biofeedback in a Moobile Casual Gaame. In Prooc. MobiCase 22013, (2013), 2552-260. 5. Doddge by Dozing Cat Software. httpps://code.googlle.com/p/dodgee-android/ 6. Maartini, F. and Baartholomew, E.. Essentials of aanatomy andd Physiology. B Benjamin Cumm mings, 2010. 7. Freeedman, L., et aal. The relationsship of sweat ggland count to eelectrodermal aactivity. Psychoophysiology 31.. 2 (1994). 1966-200. C CONCLUSION AND FUTURE E WORK O Our work show ws that it is feassible to use bio ofeedback gam mes too acquire relaaxation skills while w performiing an engagin ng 400
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