Space Connection - A Multiplayer Collaborative Biofeedback Game
to Promote Empathy in Teenagers: A Feasibility Study
J. E. Muñoz
1,2
, A. Gonçalves
1,2
, T. Vieira
2
, D. Cró
2
, Y. Chisik
1
and S. Bermúdez i Badia
1,2
1
Madeira Interactive Technologies Institute, Universidade da Madeira, Funchal, Portugal
2
Universidade da Madeira, Funchal, Portugal
Keywords: Biofeedback, Serious Game, Multiplayer, Collaborative, BCI, Respiration, Empathy.
Abstract: Biofeedback videogames are physiologically driven games that offer opportunities to individually improve
emotional self-regulation and produce mental and physical health benefits. To investigate the feasibility of a
novel collaborative multiplayer methodology, we created Space Connection, a videogame to promote
empathy in teenagers. Space Connection depicts a futuristic adventure aboard a spaceship in which players
have to jointly use their powers to solve a set of physics-based puzzles. The game relies on the use of
physiological self-regulation to activate the playing partner powers. Using a low-cost brain computer interface
and a respiration rate sensor we provided players with two game powers, namely telekinesis and time-
manipulation which are mapped to changes in attention and relaxation. In this paper we describe the game
mechanics in three different scenarios: i) the cryogenic room, ii) the space ship corridor and iii) the cargo
hold. Finally, we performed a feasibility study with 10 users (aged 22.2 ± 5.6) to evaluate the game
experience. Results revealed high scores in enjoyment and empathy but low scores on interface control. Our
preliminary data supports the use of novel biofeedback strategies combined with videogames to promote
positive emotions and incentive collaboration and teamwork.
1 INTRODUCTION
Recent surveys show that more than 90% of
Americans between the ages of two to seventeen play
video games (NPD Group, 2011) and that a total of
22.41 billion US dollars were spent in 2014 on
content, hardware and accessories in the US alone
(Entertainment Software Association, 2015). The
growing importance of videogames in teenager
culture has raised multiple concerns, of which the
effect of violent contents in games such as Grand
Theft Auto or Call of Duty on player behavior gained
most of the attention in the popular press and was the
focus of a large number of studies exploring both the
negative impact of videogames on teenagers:
violence, addiction and depression (Nakaya, 2014),
(Anderson et al., 2007) and the health benefits of
playing videogames (Granic et al., 2014), (Mishra et
al., 2016, p.)
Studies have shown the potential of novel
videogame-based therapies to improve psychological
and physical factors in teenagers and the impact of
videogames in multiple health-related domains such
as the development of cognitive skills (Anguera and
Gazzaley, 2015), fitness and exercise promotion (Guy
et al., 2011), adherence to treatment (Kato et al.,
2008), pain management (Jameson et al., 2011) and
self-regulation. Furthermore studies conducted by
Johnson et al. (2013) and Jones et al (2014), have
shown the positive impact of videogames on mental
wellbeing with potential for benefit in domains such
as positive emotion, emotional stability, self-esteem,
optimism, vitality, resilience, engagement, and
competence.
Biofeedback is a novel interaction mechanism
that offers a way to control, quantify and boost the
health benefits produced during gaming experiences.
Biofeedback takes advantage of physiological signals
to train voluntary self-regulation thus promoting
physical and mental wellbeing. Using biofeedback,
videogame interaction is physiologically driven and
can be used to help overcome the monotony of classic
biofeedback training (Pope et al., 2014). Examples of
recent and commercial biofeedback training systems
blended in videogames are: The Journey of Wild
Divine (Wild Divine, Las Vegas, USA), NeverMind
(Flying Mollusk, California, USA) and Focus Pocus
(NeuroCog, Wollongong, Australia). A study
88
Muñoz, J., Gonçalves, A., Vieira, T., Cró, D., Chisik, Y. and Badia, S.
Space Connection - A Multiplayer Collaborative Biofeedback Game to Promote Empathy in Teenagers: A Feasibility Study.
DOI: 10.5220/0005948400880097
In Proceedings of the 3rd International Conference on Physiological Computing Systems (PhyCS 2016), pages 88-97
ISBN: 978-989-758-197-7
Copyright
c
2016 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
conducted using Focus Pocus revealed efectiveness
in improving behavior and reducing symptoms of
ADHD in chinese children (Jiang and Johnstone,
2015).
A physiological modulation training program
teaches players to integrate physiological self-
regulation in order to get mastery in the game. More
recent biofeedback investigations have envisioned a
multiplayer games that harness physiological
modulation technologies for creating new
opportunities to collaborate, cooperation and
competion in videogames through biofeedback (Pope
et al., 2014). Since 56 % of gamers play a multiplayer
game at least once a week (ESA, Entertainment
Software Association, 2015), there is an opportunity
for the development of positive, socially engaging
biofeedback multiplayer videogames.
2 RELATED WORK
Traditionally, biofeedback videogames have been
limited to a single-user interaction where game
parameters are modulated only by the self-regulation
of their own physiological signals. The addition of the
social aspect has been proposed in biofeedback
videogames in two different game design paradigms:
collaborative and competitive.
2.1 Collaborative Biofeedback
Many researchers emphasize that collaborative
multiplayer dynamics can increase the engagement
level of players optimizing any learning effect (Zea et
al., 2009). D’Ornellas and colleagues proposed a
multiplayer perspective into a videogame-based
rehabilitation treatment (d’Ornellas et al., n.d.). They
used a biomechanical biofeedback approach, where a
Kinect sensor is used to analyze the optimal position
of the upper limbs in a videogame for hemiparesis
rehabilitation. In the collaborative multiplayer mode,
players are challenged to collect as much virtual fruits
as possible to achieve a target defined by the
therapist. Biomechanical measurements are
independently showed in real-time while users are
collaborating together to achieve a common goal.
Similar projects have been developed to encourage a
synchronized work in rehabilitation tasks using
multiplayer game dynamics (Tang et al., 2015),
(Rubio Ballester et al., 2012).
A system to create two different game roles in a
multiplayer biofeedback experience is proposed by
Pope and colleagues (Pope and Palsson, 2011). The
first role is called the physical operator and will be
responsible to provide a physical activity control via
conventional game controllers. The second role is
called the physiological operator and its function is to
modulate the game through physiological activity
measured by body sensors. The collaborative effort
arises when the system modulates the game
controllers of the physical operator using the
physiological signals of physiological operator. In
this way, the game performance could be either
limited or boosted via the self-regulation skills of the
other player.
The concept of collaborative multiplayer has been
used in several serious games to promote
collaborative learning showing user’s improvements
in leadership, decision making, trust-building,
communication and conflict-management skills
(Wendel et al., 2010).
2.2 Competitive Biofeedback
In a competitive game environment, any knowledge
about the human opponent can give an important
advantage to win the game. Using brain computer
interfaces (BCIs), a game called Brainball was
developed to have two players competing. The goal
was to achieve a relaxation state in order to win the
game. The competition is made more interesting by
adding a visualization of the players’ performances
that control a ball moving on a table placed between
the players. Brain activity of players is measured and
compared to determine the direction of the ball
(moving into the direction of the player who is less
relaxed) (Hjelm and Browall, 2000). The addition of
visualization has a clear impact in the player’s game
performance providing both, positive and negative
effects (Nijholt, 2015).
A different strategy relying on the physiological
signals to provide information that is used to balance
the videogame via helping the player with lower
game performance was addressed by Stach and
colleagues (Stach et al., 2009). They used a heart-rate
modulated videogame to change the speed of a virtual
car in order to close the fitness gap between players.
Results demonstrated that the heart-rate scaling
strategy reduced the performance gap between
players with different fitness levels and the adaptive
mechanism did not affect players’ engagement.
3 SPACE CONNECTION:
PHYSIOLOGICAL APPROACH
To promote positive psychological emotions and
Space Connection - A Multiplayer Collaborative Biofeedback Game to Promote Empathy in Teenagers: A Feasibility Study
89
behaviors in teenagers, Space Connection uses a
multiplayer collaborative biofeedback approach to
encourage teamwork and communication through
empathy. We defined empathy in accordance to
(Happ and Melzer, 2014) as “an emotional response
that stems from another’s emotional state or condition
and is congruent with the other’s emotional state or
condition”. In Space Connection, players have to
collaborate in order to achieve common goals by
assuming the responsibility to activate their partner’s
powers. Thus, we hypothesize that empathy comes
through the need of understanding other’s abilities.
To facilitate the collaboration, we created a system
with two physiological operators using brain signals
and respiration rates. As described in (Pope and
Palsson, 2011), this approach can make virtual tasks
more engaging and hence more effective in training
physiological self-regulation (attention and relaxation
in this case). Studies have shown the importance of
attention in creating empathy connections in virtual
environments (Happ and Melzer, 2014).
Neuroscientific investigations concluded that
attention impacts empathic processing leading to
positive changes in everyday interactions (Morelli
and Lieberman, 2013). Moreover, studies have shown
the effects of relaxing videogames in mood and social
behaviors, indicating that playing relaxing
videogames not only decrease aggression but also
increase prosocial behavior (Whitaker and Bushman,
2012). Thus, relaxing videogames can help to
promote positive mood states facilitating the
collaboration between players in a multiplayer
videogame.
The idea to activate the powers of each user using
the partner’s self-regulation skills aims to reinforce
player’s empathy and collaboration. Space
Connection requires players to jointly solve puzzles
through the collaborative use of physiologically-
driven skills. Collaborative behaviors are rewarded
by completing challenges in each game stage.
Through these challenges, players learn how to deal
with problematic situations by using his/her skills to
support the other player’s problems. Thus, the
collaboration context of Space Connection exposes
players to the synergetic effects of collaboration
namely that what is jointly achieved is greater than
the sum of each player contribution (Wendel et al.,
2010).
In contrast to other cooperative approaches in
where the problem is divided into sub-problems and
each co-operator can solve one at a time, the
collaborative approach require a coordinated effort to
solve the problem together (Wendel et al., 2010).
4 METHODOLOGY
4.1 Videogame
4.1.1 Design and Implementation
Space Connection, is an online multiplayer
collaborative biofeedback videogame in which
players control their partner’s power, and are
challenged to solve game puzzles together. During
gameplay, each player has to self-regulate his/her
own physiological signals in order to enable their
partner access to his/her special power, individual
powers of telekinesis and time control. A head-up
display element (power-bar) is used to show the
power-level for each player (see figure 1). Thus,
players can see both their own power-level and their
partner’s power level during the game. The powers
can only be activated by reaching a 50 % threshold.
Once this is achieved, the power bar turns green and
players are allowed to use their powers.
Figure 1: Power bar used to display power’s levels.
Space Connection was developed as a mod
(modification) for the videogame Garry’s Mod
(Facepunch Studios, Walsall, UK), which is a first-
person sandbox game with an unlimited set of wacky
tools (Champion, 2013). The 3D game level design of
a fictional spaceship was created with the map editor
Valve Hammer Editor (Valve, Bellevue, USA). Then,
with Unity 3D game engine (Unity Technologies), a
software was developed to communicate the
physiological signals to our modified Garry’s Mod
dedicated server. The RehabNet Control Panel
(Reh@Panel) software (Vourvopoulos et al., 2013)
was used to interface the physiological sensors with
Unity.
In Space Connection, players learn by
experiencing how to relax and improve self-control
and also, how to stay focused in stressful situations.
The videogame incentivizes teamwork by proposing
different physics-based puzzles which, to be solved,
require both players to jointly use their unique
powers. Three different physics-based puzzles were
created: i) the cryogenic room, ii) the spaceship
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90
Figure 2: A screenshot of the Cryogenic Room. Players are separated by fallen debris in a futuristic spaceship.
corridor and iii) the cargo hold. After completing all
puzzles, players gain access to the engine room and
are able to finish the game.
The Cryogenic Room: the game starts in a
cryogenic room (figure 2) with the players
separated by fallen debris and a blocked exit
door. Here, players are encouraged to explore
their powers and analyze the responsiveness of
the physiological self-regulation in activating
their partner’s power. The objective is to remove
the debris from the way and get out of the room.
First, the telekinetic player has to use the gravity
gun to clear a path to the big metallic door. To do
that, the time-manipulator player has to reduce
his respiration rate in order to give his partner
access to telekinesis. After getting respiration
rates below the 50%, the telekinesis power is
activated and the telekinetic player can use it to
move objects out of the way. After, both players
can open the door, which leads them to a
corridor.
The Spaceship Corridor: The second physics-
based puzzle proposed is the spaceship’s corridor
(figure 3A). In order to access the ship's control
room and unlock the elevator, players have to
avoid getting hurt by an electrical malfunction on
the ship. There are damaged high-voltage
electrical power cables on the floor and players
must avoid contact with the deadly short-circuit.
In order to solve the puzzle, players are required
to use an object to create a bridge over the deadly
shot-circuit. First, the time-manipulator player
has to slow down the respiration rate to activate
the telekinesis power. Then, the telekinetic
player uses his ability to move objects beyond
his/her reach and put platform over the wires.
This gives the time-manipulator player a way to
go over the wires as long as he/she maintains a
relaxed state. As the telekinetic player cannot use
the powers to raise him/her-self of the floor, the
time-manipulator player has to use time-freezing
capsules to freeze the improvised bridge so it is
sustained over the electric accident, providing a
safe path to cross. Therefore, the telekinetic
player has to increase his/her attention levels for
his/her partner’s powers be accessible. In
summary, both players have to use their powers
to: i) raise an object in a controlled way and
position it over the short-circuit and ii) freeze the
object in time to facilitate the path. Finally, both
users will have passed safely to the control room
where the elevator door can be unlocked.
The Cargo Hold: after unlocking the elevator
from the control room, both players can now
descend into the cargo hold, which can be seen
as a sandbox level, with lots of dynamic objects
to interact with (figure 3B). Because players are
not constrained by time restrictions to achieve
the final goal, the sandbox also serves as an open
area in which the physiological modulation of
each power can be freely explored. However, in
order to complete the mission, players have to
solve the last physics puzzle. It is required that
the players gain access to a raised platform,
where they will unlock the admission to the
engine room back in the top level. The two
players must do the unlocking at the same time.
To achieve that, the telekinetic player has to
place his/her partner in the first level of the raised
platform. Then, the time controller player has to
freeze some objects creating a path to facilitate
the access to his/her colleague. Once both players
are in the same platform level, they have to create
a path of objects that will allow reaching the
button to unlock the engines room. This is
achieved by a synchronous and sustained
regulation of their psychophysiological states:
player is moving and rotating the objects to be
Space Connection - A Multiplayer Collaborative Biofeedback Game to Promote Empathy in Teenagers: A Feasibility Study
91
Figure 3: A. Screenshot of the spaceship’s corridor. The telekinetic player is using his power to help the time-manipulator to
overpass the short circuit. B. Screenshot of the cargo hold. The telekinetic player is using the power to move a container. The
time-manipulator player is freezing the containers to create an accessible path.
used, the time controller player has to use the
time-freezing capsules to lock these objects in a
attention and relaxation. While the telekinetic
way that the path will be effectively placed and
accessible. Then, both users unlock the engine
room and return to the elevator. The mission ends
when both users arrive to the engine room
showing a mission complete message.
4.1.2 Setup
The setup for Space Connection includes two PCs,
two physiological sensors and a local server. Two
different hardware systems were used for the two
different game characters and player roles, defined by
their unique powers (telekinetic and the time-
manipulator). For the telekinetic player we used the
MindWave (Neurosky), a low-cost BCI system to
measure attention levels. The sensor has a dry
electrode located in the central part of the frontal lobe
and communicates with a computer via Bluetooth
protocol. For the time-manipulator we used a
piezoelectric respiration sensor connected to the
Biosignal Plux toolkit (Plux Wireless Biosignals), a
wearable body sensing platform. Figure 4 shows the
setup for the Space Connection videogame.
Figure 4: Space Connection setup.
An elastic strap is used to measure the
displacement variations induced by inhaling or
exhaling. The respiration sensor was used to map low
frequency respiration values with time-freezing
power. A local server runs the Space Connection
standalone server, which is used to connect both
players, Garry’s Mod’s clients, with each other, and
enforce our modified game mechanics.
4.2 Physiological Signals
4.2.1 Respiration Rate (Time Control)
The respiration rate was used to compute the level of
user’s relaxation and thus to provide access to the
time-freezing power. Relaxation and peaceful rest has
been reported to lead slower and shallower respiration
rates (Calvo et al., 2015). The sensor provides a
respiration percentage by converting the values
sampled for the sensor by the ADC (analog-to-digital
converter) as follows:

%
=

100% (1)
Where PZT (%) is the displacement value in
percentage, ADC is the value sampled for the channel
and n the number of bits of the channel (16 bit-
resolution in our case). Therefore, sensor values for
inhalation are higher than for exhalation. The default
sampling frequency of the respiration sensor is 1000
Hz. Considering the respiration signal as a quasi-
static biosignal which exhibits relatively slow
changes over the time (Kaniusas, 2012), the
respiration signal was subsampled to 100 Hz to ease
its processing. Then, the signal was detrended to
focus the analysis on the fluctuations. A passband
filter was implemented in Unity 3D using a high-pass
and a low-pass filter with cut-off frequencies of 0.02
Hz and 100 Hz respectively. Finally, considering
normative respiration frequency values for teenagers
(West, 2012) which are between 12-30 Hz, the 30 Hz
value was used as threshold to separate between
relaxation and excitement (relaxation 30 Hz and
excitement > 30 Hz). We then mapped those
PhyCS 2016 - 3rd International Conference on Physiological Computing Systems
92
respiration frequencies to values in a 0-100
percentage scale. This scaling allowed us to create a
subject-independent quantification of the respiration
level. When exceeding the relaxation threshold, the
time-manipulator player had access to his/her power,
which provides the following ability:
1. Shoot time-freezing capsules that create a
spherical field in which time is stopped for
objects, structures and players.
4.2.2 Attention Levels with BCI
(Telekinesis)
The attention level was measured by monitoring
neurophysiological signals from the MindWave
sensor. The MindWave sensor was preferred over
other BCI sensors because it provides a “Sense
Attention Meter” called eSense
TM
, an algorithm
which uses raw EEG data to indicate the intensity of
a user’s level of mental focus or attention, occurring
in intense concentration moments. Distractions, lack
of focus, wandering thoughts, and high anxiety levels
may lower the attention levels.
MindWave enabled us to control the telekinesis
power by mapping the attention levels on scale of 0
to 100. When attention levels are over the 50%
threshold, the telekinetic player has the power of
mind-control, implemented using Garry’s Mod own
gravity gun, which provides the following abilities:
1. Move objects at a distance (one at the time)
2. Pull objects closer or push them away
3. Rotate objects
4.3 Playtesting Evaluation
A playtesting session was carried out in order to
evaluate the functionality of the physiological sensors
in Space Connection as a feasibility study. Users were
voluntarily recruited and the game dynamics were
briefly introduced. The game was setup in an open
space in a way that more people could attend the
playtesting session. A custom questionnaire was
designed to collect information related with the game
experience and the usefulness perception. After
around 30 minutes of interaction, the questionnaire’s
responses were gathered and individual-short
interviews were performed. Eight items were
evaluated in a custom 5-points-scale questionnaire (1-
minimum, 5-maximum). The questions are listed in
the table 1.
Table 1: Custom questionnaire developed for the
playtesting session.
Question Statement
Q1 Was the game fun?
Q2 How easy were the challenges in each
level?
Q3 I feel that I know the other player better
now than before playing the game.
Q4 How easy was for you to communicate
your intentions with the other player?
Q5 I would play this game at home with my
friends (even if my powers were not
controlled by respiration/attention levels).
Q6
I feel that my respiration/attention control
will be useful in my daily life.
Q7 This game helped me improve my
respiration/attention control.
Q8 How easy was to control your
attention/respiration levels?
5 RESULTS
A play testing session was carried out to evaluate the
feasibility of the approach and player’s reactions to
Space Connection. A total of 10 subjects (8 males,
ages 22.2 ± 5.6) played the videogame. Considering
the number of users, only descriptive statistics were
performed. Questions were grouped in the following
dimensions (figure 5): Q1- enjoyment, Q2- perceived
difficulty, Q3- empathy perception, Q4- ease of
collaboration, Q5- replayability, Q6- ecological
usefulness perception, Q7- usefulness perception and
Q8- ease of control. Results revealed high levels of
enjoyment (4.5) and ecological usefulness perception
(4.3), which is related to what extent users think the
self-regulation skills are useful in a real-time
scenario. The in-time usefulness perception
(usefulness perception) revealed low scores (2.9) as
well as perceived difficulty (2.7).
Additionally, participants were individually asked
to list preferences and dislikes. All participants stated
that they enjoyed the experience and the game design
concept. As a reason for these preferences they
mentioned greater challenge, exciting technology and
originality. 3 users highlighted the physics of the
game showing that the game engine was suitable to
provide a realistic experience. Related with that, one
user mentioned: “I liked the responsiveness and
interactivity with objects in the game”, referring to
the use of the powers to move objects. 5 users found
Space Connection - A Multiplayer Collaborative Biofeedback Game to Promote Empathy in Teenagers: A Feasibility Study
93
Figure 5: Results from the custom questionnaire applied in the playtesting session.
that multiplayer features such as communication, in-
time discussions and teamwork were positive for
gameplay. This behavior was intended because the
aim of our collaborative multiplayer biofeedback
approach was to provide a vehicle to incentive pro-
social behaviors. 3 players stated that they felt good
by disturbing their partners and 2 players reported
being mad during the interaction due to bugs caused
by server/connection fails (a good internet connection
is needed to facilitate a fluid interaction). Further, 3
players pointed out as dislikes the lack of clear and
well-defined goals in the game, as well as 3 players
reported negative feelings (frustration and
impotence) during the interaction. As a reason for
these feelings they stated that the physiologically-
driven inputs were difficult to control.
To conclude, collaboration, game originality and
responsiveness were some of the more preferred
game elements. On the other hand, the lack of clear
goals and the perceived difficulty to control the
interfaces were the less preferred game factors.
6 DISCUSSION
In this paper we described the design, development
and feasibility testing of Space Connection, a
collaborative biofeedback multiplayer videogame
aiming to encourage teenagers to create and reinforce
a sense of bonding and empathy. The videogame links
two different physiological signals to the characters’
powers: telekinesis (BCI) and time manipulation
(respiration rate). Each power is activated by the
partner’s physiological self-regulation. This control
paradigm differentiates Space Connection from past
multiplayer biofeedback videogames (Kurt Smith,
Crowin Bell, 2008). In order to facilitate access to the
game, Space Connection was developed over Garry’s
Mod, a popular sandbox physics game-modification.
Three different game puzzles were proposed to
encourage players to collaborate aiming to complete
the game mission. Each puzzle proposes different
physiological challenges for players, such as:
controlled modulation of attention or relaxation,
ability to synchronize physiological self-regulation
with partners to jointly carry out a task, and sustaining
attention/relaxation states to pass the puzzles.
We believe that physiological self-regulation
skills may be more easily learned in a collaborative
environment in where the teamwork will avoid highly
frustrated points. For instance, the level design of
Space Connection provides a set of tests specifically
designed to create empathy and comradeship by
enabling players to influence remotely and
dynamically the partner’s powers. Moreover, Space
Connection has a sandbox scenario (the cargo hold)
which allows players to freely explore the
physiological powers and train their self-regulation
by raising, exploiting and moving objects.
We observed that the cargo-hold was the scenario
in where users spent more time. Specifically, we
noticed that users preferred be training in the control
of their powers with the game elements instead of
accomplish quickly the puzzle goal. This preference
has to be considered in the design of novel
biofeedback training programs based on videogames
in where the use of goal-oriented dynamics create
limitations in terms of engagement and long-term
motivation (Khazan, 2013). Further research needs to
be carried out in order to untangle the role sandbox
levels in physiological self-regulation learning.
3,0
2,9
4,3
3,9
3,1
3,6
2,7
4,5
0,0 1,0 2,0 3,0 4,0 5,0 6,0
Ease of control
Usefulness perception
Ecological usefulness perception
Replayability without tech
Ease of collaboration
Empathy perception
Perceived Difficulty
Enjoyment
Custom Questionnaire
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94
Additionally, to evaluate the game experience, a
custom questionnaire was designed and used in a
playtesting session involving 10 players. Importantly,
scores related with players’ empathy were relatively
high (above 3.5) indicating that Space Connection has
the potential to facilitate affective interactions
between users. This feature was evaluated by asking
to what extent players felt they better knew each other
after the game. In addition, replayability reported an
average score of 3.9 showing that Space Connection
was perceived as appropriate to be played repeatedly.
The enjoyment level revealed the highest scoring
reinforcing the idea that a multiplayer biofeedback
methodology can produce highly motivating and
engaging experiences. The use of physiological
metrics recorded during the interactions might reveal
important features about specific psychological states
such as stress, workload and engagement levels
(Nacke, 2015).Finally, the system was not perceived
as easy-to-use (perceived difficulty and ease of
control). However, it is worth noting that mastery in
conventional biofeedback systems requires at least 30
sessions (Fisher et al., 2013).
To conclude, we demonstrated that with the
current advance in physiological sensing technology,
the development of multiplayer biofeedback systems
can be inexpensively done as suggested by (Placido
da Silva et al., 2014). In addition, we believe that the
idea to create novel biofeedback games in existent
game mods or adapt physiological controls to existent
and widespread games could boost the popularity of
this technology. Space Connection is available at
http://www.cee.uma.pt/edu/gamedesign/parallactive/
7 LIMITATIONS
Space connection was carried out as a proof of
concept in a Game Design course and the
development time was around one month. The
playtesting session aimed to assess the feasibility of
the proposed approach as opposed to validating the
impact of the videogame in teenagers’ empathy and
collaboration. Thus, further work is needed in this
domain. Thus, the main goal was the evaluation in
real-users of the complete system, exploring possible
technical aspects as well as users’ responses.
Although, the playtesting session with Space
Connection showed promising results in terms of
performance and control, more sessions are needed.
The small sample size of the playtesting session limit
the strength of the findings to raise firm conclusions.
Finally, the lack of availability of multiplayer
collaborative biofeedback videogames did not allow
us to carry out a comparative analysis.
8 CONCLUSIONS
This paper described an effort to develop a
collaborative multiplayer biofeedback videogame
with the aim to promote empathy in teenagers. The
work was motivated by the need of investigating how
physiologically driven games can be used to
incentivize positive feelings in a collaborative game
design approach. The strategy of activate partner’s
powers via physiological self-regulation in a
collaborative environment exposed promising results
in terms of game mechanics and gameplay.
Our
preliminary data supports the use of novel
biofeedback strategies combined with videogames to
promote positive emo
tions and incentive collaboration
and teamwork.
9 FUTURE WORK
A more complete evaluation of Space Connection
will be necessary to proof its use as a tool to promote
empathy and collaboration in teenagers. We propose
the use of specialized questionnaires to measure
empathy (such as the Toronto Empathy Questionnaire
(Spreng et al., 2009)) and methodologies to quantify
collaboration in games (Hwang and Karnofsky,
2005). Furthermore, the videogame should allow to
store the physiological data in order to carry out a
post-session analysis and identify which game level
was producing better results in terms of physiological
self-regulation. Additionally, a longitudinal study is
necessary to produce measurable effects of the
biofeedback techniques used in Space Connection.
10 CONTRIBUTIONS
J.E. Muñoz analyzed the playtesting data and wrote
the paper, A. Gonçalves co-designed the game,
designed the level and co-wrote the paper, T. Vieira
produced and co-developed the game with D. Cró. Y.
Chisik and S. Bermudez co-supervised the game
design and development process and co-wrote the
paper.
Space Connection - A Multiplayer Collaborative Biofeedback Game to Promote Empathy in Teenagers: A Feasibility Study
95
ACKNOWLEDGEMENTS
This game was developed as a group project in the
Game Design course at the University of Madeira,
Portugal. The authors would like to thank João
Andrade for his contributions to developing the
graphics and the GUI elements of Space Connection.
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