the efficacy of virtual reality biofeedback game deep: psychological need satisfaction, motivation,...
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The Efficacy of Virtual Reality Biofeedback Game DEEP:
Psychological Need Satisfaction, Motivation, and Anxiety Reduction
GAMES FOR HEALTH EUROPE 2016
L. A. van den BergMSc. Game Studies / graduate student MSc. Medical Informatics
DEEPA Virtual Reality Biofeedback Game
DEEPVirtual Reality Biofeedback Game
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• Developers: • Owen Harris • Niki Smit (Monabanda Play)
• Virtual Reality Biofeedback Game• Original goal: calm and soothe the player
DEEPVirtual Reality Biofeedback Game
1
• Developers: • Owen Harris • Niki Smit (Monabanda Play)
• Virtual Reality Biofeedback Game• Original goal: calm and soothe the player• Takes place in an underwater world• No in-game objectives (e.g., collect points, etc.)
DEEPBreathing Mechanics
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• Controlled through diaphragmatic breathing. Semi-transparent circle that corresponds with the player’s breathing.
• ‘DEEP belt’
DEEPBreathing Mechanics
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• Controlled through diaphragmatic breathing. Semi-transparent circle that corresponds with the player’s breathing.
• ‘DEEP belt’• Demonstration:
VR & SERIOUS GAMES‘It’s not all fun and games’
DEEPCollaboration Developers and Researchers
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• ‘Let’s just make a game.’
• Collaboration Behavioural Science Institute & developers DEEP• ‘To further develop the game as a potential tool for prevention and treatment of anxiety using
biofeedback, relaxation, and other existing therapeutic elements.’
• Panel discussion tomorrow by researchers of the Radboud University.• Track 5 | Mental Health Part 2 (14:00 – 15:45)
PILOT STUDYA Summary
PILOT STUDYObjectives
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• Anxiety reduction
• Intrinsic motivation / willingness to play
• Two of the three psychological needs1
• Role of instructions
1Ryan, R. M. and Deci, E. L. 2000. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55, 1 (2000), 68.
AUTONOMY COMPETENCE
?
PILOT STUDYInstructions
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• Two different trailers
‘SERIOUS TRAILER’ ‘NON-SERIOUS TRAILER’
Visual aspects to empathise anxiety reduction
“Featured in:” acclaimed associations
Quotes of players about beneficial effects
Instructive ‘serious’ closing message
Textual aspects that empathises fun and calming aspects
“Featured in:” news or entertainment platforms
Received nominations and prizes
No imposed goal in closing message
PILOT STUDYObjectives
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• Anxiety reduction
• Intrinsic motivation / willingness to play
• Two of the three psychological needs1
• Role of instructions
• Qualitative data:• Interviews• Observations1Ryan, R. M. and Deci, E. L. 2000. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55, 1 (2000), 68.
?
AUTONOMY COMPETENCE
PILOT STUDYSet-up
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• Overview:
DEEPHeart rate (ECG)
LogbookExperience
(N = 41)
Block 1 Demographics
State Anxiety (STAI)Mood (PANAS)
(N = 41)
Block 2Mood (PANAS)
Motivation to play(IMI)
(N = 41)
Non-serious trailer
(N = 21)
Block 3State Anxiety (STAI)
Mood (PANAS)Needs satisfaction (PENS)*
Intrinsic motivation (IMI)Extra questions*
(N = 41)
Time
Serious trailer (N = 20)
*Permission and access to use PENS Metrics and Methodologies was granted by Immersyve, Inc.
PILOT STUDYSet-up
8
• Overview:
DEEPHeart rate (ECG)
LogbookExperience
(N = 41)
Block 1 Demographics
State Anxiety (STAI)Mood (PANAS)
(N = 41)
Block 2Mood (PANAS)
Motivation to play(IMI)
(N = 41)
Non-serious trailer
(N = 21)
Block 3State Anxiety (STAI)
Mood (PANAS)Needs satisfaction (PENS)*
Intrinsic motivation (IMI)Extra questions*
(N = 41)
Time
Serious trailer (N = 20)
*Permission and access to use PENS Metrics and Methodologies was granted by Immersyve, Inc.
PILOT STUDYResults
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• Marginally statistical significant decrease in anxiety levels after playing DEEP. p = 0.055There is no significant difference in anxiety levels between the two groups. p = .906
• Marginally significant difference in willingness to play between the two groups. Those who’d seen the serious trailer were less motivated to play than those who saw
the non-serious trailer. p = 0.059
• No significant differences found between the two groups with regard to psychological need satisfaction.
However, post-hoc research indicated that in-game autonomy can be a predictor of anxiety reduction. p = 0.04
• No significant difference in intrinsic motivation between the two groups. p = 0.94
• No significant difference in grading DEEP between the two groups. p = 0.43
• Qualitative data:Semi-structured interviews• 88% of participants described their experience as enjoyable.• The breathing controls were deemed difficult by 73% of the participants.• 15 participants felt that they ‘cheated’ with the breathing controls.Observational data• 13 participants spent ¼ of their gameplay duration (≥ 2:30) in a non-interactive environment.
TAKE HOME MESSAGESConclusions
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With regard to DEEP:1. Playing a ten minute DEEP session could result in anxiety reduction, demonstrating its potential as
an intervention for people with anxiety problems.
2. There is an indication that a serious trailer results in players wanting to play the game less when compared to those who have seen a non-serious trailer.
3. Post-hoc research revealed that in-game autonomy could potentially be a predictor for reduced anxiety outcomes.
• Improvements must be made to the game.
• Future research and testing is needed.
With regard to serious game development:• ‘It is not all fun and games’ - What do you want to test?• Explorative studies can provide you a lot of insight.
• Collaboration research and serious game development.
ACKNOWLEDGEMENTSA big thank you to…
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• DEEP Developers:• Owen Harris • Niki Smit
• Dr. ir. Marieke M. J. W. van Rooij• MSc. Joanneke W. Weerdmeester (PhD-candidate)
• Dr. Frank Nack • Games for Health Europe
QUESTIONSThank you for your attendance and attention!
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