Design and Development of an Immersive Virtual Reality Serious Game With Biofeedback for Physiological Regulation: Alice, Beyond Reality

The adolescence period is characterized by significant changes in individuals' lives, which can lead to various emotional and behavioural problems. Therefore, it is important for young adults to have tools for self-regulation, understanding, and controlling their physiological symptoms. Integrating these tools as gamified elements into new technologies is a way to engage a younger audience. In recent years, the effectiveness of immersive Virtual Reality has been repeatedly demonstrated in fields such as Psychology and Education. The combination of this technology with biosensors enables individuals to be aware of their real-time physiological states. This physiological monitoring can lead to adaptations in applications based on the individual's emotional state, for example. This work describes the design and development of an immersive Virtual Reality game whose main interaction is through biofeedback. The game is called "Alice, Beyond Reality", and its objective is to help young adults learn to self-regulate their physiological responses. The game draws inspiration from the well-known story of "Alice in Wonderland". In this story, the Queen of Hearts has transformed all the characters into cards, and the players must help them escape before it's too late. To achieve this, the players are guided by the White Rabbit through different levels where interaction through physiology is key. For instance, the players must learn to increase and decrease their heart rate to solve puzzles that allow them to progress to the next level. Throughout the game, gamification elements such as points, progressive difficulty, and various challenges are included to motivate the players to continue advancing in the game. Through the biofeedback system, the players become aware of their physiological changes to control them voluntarily. In the final screen, the players are shown their progression throughout the game so they can recognize their evolution. In the near future, an initial validation with users will be conducted to assess the usability and functionality of the game.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2821
Primary Topic
Heart Rate Variability and Autonomic Control
Type
article
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article

Design and Development of an Immersive Virtual Reality Serious Game With Biofeedback for Physiological Regulation: Alice, Beyond Reality

Henar Guillen-Sanz, Itziar Quevedo-Bayona, Gadea Lucas-Pérez
European Conference on Games Based Learning
Heart Rate Variability and Autonomic Control
article

Design and Development of an Immersive Virtual Reality Serious Game With Biofeedback for Physiological Regulation: Alice, Beyond Reality

Henar Guillen-Sanz, Itziar Quevedo-Bayona, Gadea Lucas-Pérez
article en

Abstract

The adolescence period is characterized by significant changes in individuals' lives, which can lead to various emotional and behavioural problems. Therefore, it is important for young adults to have tools for self-regulation, understanding, and controlling their physiological symptoms. Integrating these tools as gamified elements into new technologies is a way to engage a younger audience. In recent years, the effectiveness of immersive Virtual Reality has been repeatedly demonstrated in fields such as Psychology and Education. The combination of this technology with biosensors enables individuals to be aware of their real-time physiological states. This physiological monitoring can lead to adaptations in applications based on the individual's emotional state, for example. This work describes the design and development of an immersive Virtual Reality game whose main interaction is through biofeedback. The game is called "Alice, Beyond Reality", and its objective is to help young adults learn to self-regulate their physiological responses. The game draws inspiration from the well-known story of "Alice in Wonderland". In this story, the Queen of Hearts has transformed all the characters into cards, and the players must help them escape before it's too late. To achieve this, the players are guided by the White Rabbit through different levels where interaction through physiology is key. For instance, the players must learn to increase and decrease their heart rate to solve puzzles that allow them to progress to the next level. Throughout the game, gamification elements such as points, progressive difficulty, and various challenges are included to motivate the players to continue advancing in the game. Through the biofeedback system, the players become aware of their physiological changes to control them voluntarily. In the final screen, the players are shown their progression throughout the game so they can recognize their evolution. In the near future, an initial validation with users will be conducted to assess the usability and functionality of the game.

European Conference on Games Based LearningVol. 18(1)
Universidad de Burgos (ES)
Quality Education
Openalex Percentile: Top 38%
Heart Rate Variability and Autonomic Control
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