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

Authors

DOI:

https://doi.org/10.34190/ecgbl.18.1.2821

Keywords:

biofeedback, heart rate, immersive virtual reality, serious game, physiology

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.

Author Biographies

Henar Guillen-Sanz, University of Burgos, Burgos (Spain)

Henar Guillén-Sanz is a PhD student and a teacher at the University of Burgos (Spain). Her research focuses on the development of immersive Virtual Reality applications aimed at enhancing the mental well-being of young adults, with a specific emphasis on reducing symptoms of anxiety.

Itziar Quevedo Bayona, University of Burgos, Burgos (Spain)

Itziar Quevedo Bayona is a psychologist specializing in third-generation therapies. She is currently pursuing her PhD at the University of Burgos (Spain), focusing on therapies for anxiety disorders using new technologies such as 360-degree videos and virtual reality headsets.

Gadea Lucas Pérez, University of Burgos, Burgos (Spain)

Gadea Lucas Pérez holds a B.Sc. in Computer Science and an M.Sc. in Natural Language Processing. She is currently a researcher pursuing a Ph.D. at the University of Burgos, focusing on affective computing. Her research explores adaptive IA solutions combined with Virtual Reality for industrial and educational applications.

Downloads

Published

2024-10-07