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Nevermind: creating an entertaining biofeedback-enhanced game experience to train users in stress management
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Nevermind: creating an entertaining biofeedback-enhanced game experience to train users in stress management

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Content       NEVERMIND:     CREATING  AN  ENTERTAINING  BIOFEEDBACK-­‐ENHANCED   GAME  EXPERIENCE  TO  TRAIN  USERS  IN  STRESS  MANAGEMENT         by         Erin  Elizabeth  Reynolds                 A  Thesis  Presented  to  the   FACULTY  OF  THE  USC  SCHOOL  OF  CINEMATIC  ARTS   UNIVERSITY  OF  SOUTHERN  CALIFORNIA   In  Partial  Fulfillment  of  the   Requirements  for  the  Degree   MASTER  OF  FINE  ARTS   (INTERACTIVE  MEDIA)       May  2012               Copyright  2012                            Erin  Elizabeth  Reynolds   ii     Dedication     This  work  is  dedicated  to  Grandma  and  Grampy  Reynolds,  Grandma  Garrett,  and   my  Aunt  Carol.     iii   Acknowledgements     A   simple   acknowledgement   page   seems   barely   adequate   for   me   to   fully   acknowledge  and  express  my  gratitude  for  the  many  people  who  generously   invested  their  time,  energy,  insight,  and  patience  throughout  the  development  of   Nevermind.  While  my  name  is  the  one  on  this  paper,  my  work  on  this  project  is   only   one   facet   of   a   collective   effort   shared   by   many   others.   Below   are   the   individuals  who  helped  to  make  this  crazy  idea  a  reality.         When  I  assembled  my  thesis  committee  in  mid  2011,  I  did  so  under  the  mistaken   impression  that  we  needed  four  committee  members  in  total  (not  three).  This   was,  perhaps  the  best  mistake  I  could  have  made.  Each  person  on  my  committee   has  been  an  invaluable  asset  to  the  project  as  a  whole  and  has  contributed   tremendously  to  my  understanding  of  the  content  therein.    Marientina  Gotsis,  my   thesis  chair,  has  been  my  oracle  –  her  insight,  expansive  knowledge  of  both   games  and  the  clinical  world,  and  keen  observations  were  critical  to  the  progress   of  the  project  and  my  own  personal  development  both  as  a  game  designer  and  as   a  leader.  Jeremy  Gibson  always  kept  me  grounded  and  focused  on  the  core   gameplay  experience  –  ensuring  that  I  always  kept  the  player’s  best  interests  at   the  forefront  of  my  mind.  Andreas  Kratky  continually  challenged  me  to  look  at   the  game  world  in  a  whole  new  way  –  unifying  experience  design,  aesthetics,  and   iv   philosophy  in  a  fashion  I  never  thought  possible.  Scott  Rogers  lent  his  unique   insight   and   expertise   on   horror   and   terror,   which   was   essential   to  crafting   Nevermind’s  atmosphere.    Without  their  patience,  support,  candid  criticism,  and   endless  encouragement,  Nevermind  would  not  have  evolved  into  the  unique,   focused  experience  that  it  is  today.       In  addition  to  my  committee,  I  owe  a  debt  of  gratitude  to  the  expertise,  support,   encouragement  and  generous  contributions  of  both  time  and  energy  provided  by   a  number  of  amazing  people  across  a  wide  variety  of  disciplines.  I  would  like  to   recognize  and  celebrate  the  following  individuals  (in  alphabetical  order):    Mike   Ambinder,  Mark  Bolas,  Tim  Clark,  Scott  Easley,  Mark  Hantoot,  Laird  Malamed,  Sri   Narayanan,  Ann  Page,  Chris  Pruett,  Alasdair  Thin,  and  Michael  Zyda.    In  this  vein,   I   would   also   like   to   thank   the   faculty   and   staff   of   the   Interactive  Media   Department.  The  tools  and  support  they  have  provided  over  the  years  equipped   me  with  the  necessary  skills  to  tackle  the  challenges  of  a  project  such  as  this  in   addition  to  any  others  that  lie  ahead.           All  that  said,  I  could  never  have  ventured  so  deeply  into  the  horrors  of  the  mind   without   having   the   tremendous   support   from   my   incredible   team   of   Neuroprobers:   (in   alphabetical   order):   Derek   Baird  (Music   Composer),   Konstantin   Brazhnik  (Creative   Producer/Usability   Lead),   Jesse   Busch   (Producer/Technology   Lead),   DuckSoo  Choi  (Game   Designer/Technical   Artist),   v   Cameron   Donley  (Engineer),   Erick   Moen  (Hardware   Engineer),   Don   Nguyen   (Engineer),  Dustin  Painter  (Sound  Designer),  Andres  Ramirez  (Engineer),  Charlie   Silver  (Marketing),    Jeff  Tinsley  (Music  Composer),  Sam  Woo  (Engineer),  and   Fernando  Montilla  alongside  his  team  at  Atlantic  College  (Environment  Art  for   “The   Clinic”).  Everyone  should  be  so  lucky  to  work  with  a   collection   of   developers  as  dedicated,  passionate,  and  talented  as  the  Nevermind  team.  There   never  seemed  to  be  an  idea  too  ambitious  or  a  quality  bar  too  high.  Each  one  of   them   took   on   immense   challenges   on   a   weekly   basis,   and   performed   what   seemed  like  magic  –  all  while  making  it  look  effortless.  Any  positive  response   that  Nevermind  earns  is  a  direct  reflection  of  their  hard  work  and  tremendous   dedication  on  the  project.       I  also  want  to  take  a  moment  to  recognize  Marc  Spraragen,  who  generously   provided  his  talent  in  helping  us  design  most  of  the  puzzles  in  the  game,  while   also  sharing  his  insight  into  affective  interactivity  and  acting  a  sounding  board   for  ideas  for  evoking  and  responding  to  the  player’s  internal  states.       Many  of  the  ideas  and  techniques  that  enabled  the  execution  of  Nevermind  were   a   product   of   what   I   learned   from   my   colleagues   and   coworkers   at  Disney   Interactive   –   both   at   offices   in   Glendale   and   the   former   Fall   Line   Studios.   Nevermind  may  be  very  different  from  the  games  we  worked  on  together,  but  I   owe  much  of  what  I  have  been  able  to  bring  to  the  project  to  them.     vi     My  friends  and  family  also  need  to  be  acknowledged  for  their  incredible  support,   patience,  and  understanding  throughout  this  whole  process  –  especially  for  the   last  few  months  of  isolation  as  I  focused  on  completing  this  project.  In  moments   when  things  felt  a  tad  darker  than  they  probably  were,  they  were  always  there  to   give  me  a  laugh  and  a  supportive  pat  on  the  back.     Last  but  certainly  not  least;  I  must  thank  my  ever-­‐wonderful  husband,  Charley.   Without  his  inhuman  amount  of  support,  patience,  selflessness,  and  humor,  it  is   extremely  likely  that  there  would  have  reports  in  the  papers  about  a  certain   graduate  student  having  spontaneously  combusted.       Thank  you,  everyone,  for  helping  me  reach  my  dreams.  I  hope  that  one  day  I  can   help  inspire  others  in  the  same  way  you  have  inspired  me.       vii       Table  of  Contents   DEDICATION..............................................................................................................................II   ACKNOWLEDGEMENTS........................................................................................................III   LIST  OF  FIGURES......................................................................................................................X   ABSTRACT...............................................................................................................................XV   CHAPTER  ONE:  INTRODUCTION.........................................................................................1   CHAPTER  TWO:  CONVENTIONS..........................................................................................4   PRONOUNS...................................................................................................................................................4   FEAR/STRESS  TERMINOLOGY...................................................................................................................4   INTENDED  AUDIENCE.................................................................................................................................4   CHAPTER  THREE:  PROJECT  OVERVIEW...........................................................................5   GAMEPLAY  EXPERIENCE............................................................................................................................5   PROJECT  PHILOSOPHY................................................................................................................................5   SCOPE  OF  PROJECT...................................................................................................................................11   CHAPTER  FOUR:  DESIGN  AND  NARRATIVE  PHILOSOPHY/METHODOLOGY.....12   ACCESSIBILITY..........................................................................................................................................12   NARRATIVE  CONTEXT.............................................................................................................................14   GAMEPLAY................................................................................................................................................15   PSYCHOLOGY  INFLUENCES......................................................................................................................18   THE  HORROR/TERROR  EXPERIENCE...................................................................................................22   DESIGNING  HORROR................................................................................................................................25   ENVIRONMENTAL  ANTAGONISTS...........................................................................................................28   AESTHETIC  PHILOSOPHY........................................................................................................................30   AURAL  LANDSCAPE..................................................................................................................................35   SYMBOLISM  IN  THE  NARRATIVE............................................................................................................37   GAME  DESIGN...........................................................................................................................................39   GAMEPLAY  IMPLEMENTATION  PROCESS..............................................................................................43     viii   CHAPTER  FIVE:  BIOFEEDBACK.........................................................................................45   STATE  OF  THE  ART  IN  BIOFEEDBACK....................................................................................................45   WHY  BIOFEEDBACK?...............................................................................................................................51   BIOFEEDBACK  GAMEPLAY  PHILOSOPHY  AND  EXECUTION.................................................................52   GAMEPLAY  FLOW.....................................................................................................................................57   CHAPTER  SIX:  IMPLEMENTATION...................................................................................64   DEVELOPMENT  CYCLE.............................................................................................................................64   PLATFORM................................................................................................................................................64   SENSOR  TECHNOLOGY  OVERVIEW.........................................................................................................65   HEART  RATE  VARIABILITY  (HRV).......................................................................................................66   SENSOR  HARDWARE................................................................................................................................68   CHAPTER  SEVEN:  USER  TESTING.....................................................................................72   FIRST-­‐STAGE  TESTING  –  INITIAL  GAMEPLAY......................................................................................72   SECOND-­‐STAGE  TESTING  –  FINAL  GAMEPLAY....................................................................................73   THIRD-­‐STAGE  TESTING  –  SENSOR  INTEGRATION...............................................................................73   CHAPTER  EIGHT:  WHAT  WE  LEARNED..........................................................................75   ENTERTAINMENT  AND  ENRICHMENT  CAN  CO-­‐EXIST.........................................................................75   SENSOR  PERIPHERALS  AND  GAMES  ARE  POSSIBLE............................................................................75   DIVERSITY  IN  REACTIONS.......................................................................................................................76   MOTION  SICKNESS  AND  VIRTUAL  REALITY..........................................................................................77   DESIGN  CHALLENGES..............................................................................................................................79   TRANSLATING  THE  SENSOR’S  RESULTS................................................................................................82   RECOMMENDATIONS  FOR  THOSE  WHO  COME  AFTER  US..................................................................84   Review  Technology  from  all  Sources....................................................................................84   Design  and  Clinical  Tension......................................................................................................85   Do  Not  Underestimate  the  Value  of  a  Good  Team...........................................................85   Consider  Testing  Processes  and  Results  Analysis  Early  on  in  the  Process..........87   Nothing  is  Impossible..................................................................................................................87           ix   CHAPTER  NINE:  NEXT  STEPS.............................................................................................89   MORE  DATA..............................................................................................................................................89   ADDITIONAL  DEVICES.............................................................................................................................90   LONGITUDINAL  TESTING.........................................................................................................................91   MORE  CASUAL  GAMER  PLAYTESTING...................................................................................................92   DEEPER  FEEDBACK  RESPONSE..............................................................................................................93   REFINED  GAMEPLAY................................................................................................................................93   MORE  GAMEPLAY....................................................................................................................................93   EXPANDED  ART........................................................................................................................................94   FURTHER  EXPLORATION  INTO  VR........................................................................................................94   BETTER  PLAYTESTING  METRICS  ANALYSIS.........................................................................................95   CHAPTER  TEN:  CONCLUSION.............................................................................................96   BIBLIOGRAPHY......................................................................................................................97   APPENDIX  A  –  ORIGINAL  NEVERMIND  CONCEPT  ART............................................108   APPENDIX  B  –  GAME  DOCUMENTATION.....................................................................115   APPENDIX  C  –  NARRATIVE..............................................................................................145   The  Neurostalgia  Institute......................................................................................................145   Spilled  Milk  –  The  World  Inside  the  Patient’s  Mind......................................................148   APPENDIX  D  –  USABILITY  REPORT..............................................................................150       x   List  of  Figures   FIGURE  1  –  THE  GAME  MASS  EFFECT  (PC)  USES  ELABORATE  INTERFACE  MENUS  AND  OPTIONS     13   FIGURE  2  –  SCREENSHOT  FROM  THE  GAME  MYST   16   FIGURE  3  –  A  NEVERMIND  SCREENSHOT   17   FIGURE  4  –  IN  NEVERMIND  SURREAL  IMAGERY  IS  USED  TO  REPRESENT  THE  TORTURED  SUBCONSCIOUS   21   FIGURE  5  -­‐  EXAMPLE  OF  CUBIST  AND  SURREALIST  INFLUENCES   31   FIGURE  6  –  EXAMPLE  OF  PRIOR  WORK,  NUMBERSTER  SERIES:  2   32   FIGURE  7  –  EXAMPLE  OF  PRIOR  WORK,  URSUSMANUS   33   FIGURE  8  –  EXAMPLE  OF  PRIOR  WORK,  THE  UNSTARBLIK  SERIES:  MAIDEN   33   FIGURE  9  –  EXAMPLE  OF  PRIOR  WORK,  THE  CREATION  SERIES:  THE  CREATION  4   34   FIGURE  10  –  THE  NEVERMIND  "  GARAGE"  DEPICTING  THE  DISTURBING  NATURE  OF  THE  AESTHETICS   35   FIGURE  11  –  THE  NEVERMIND  "KITCHEN"  AREA  SHOWING  MILK  BEING  INTERCHANGED  WITH  BLOOD   38   FIGURE  12  –  IMAGE  FROM  THE  FILM  THE  CELL   46   FIGURE  13  –  EXAMPLE  OF  THE  KITCHEN  AREA'S  REACTION  TO  THE  PLAYER'S  STRESS  LEVELS   55   FIGURE  14  –  A  SCENE  FROM  NEVERMIND  WITHOUT  THE  “STRESS  STATIC.”   56   FIGURE  15  –  A  SCENE  FROM  NEVERMIND  WITH  THE  “STRESS  STATIC.”   56   FIGURE  16  –  THE  BIOFEEDBACK  GAMEPLAY  LOOP   58   FIGURE  17  –  BIOFEEDBACK-­‐BASED  DIFFICULTY  PROGRESSION   59   FIGURE  18  –  FLOW     60   FIGURE  19  –  WINDOW  OF  AFFECT  TOLERANCE   61   FIGURE  20  –  PN  PULSE  1  HEART  RATE   69   FIGURE  21  –  ATMOSPHERE  CONCEPT  ART   108   xi   FIGURE  22  –  ATMOSPHERE  CONCEPT  ART   109   FIGURE  23  –  ATMOSPHERE  CONCEPT  ART   109   FIGURE  24  -­‐  PATIENT  POD  CONCEPT  ART   110   FIGURE  25  -­‐  CLINIC  RECEPTION  CONCEPT  ART   111   FIGURE  26  -­‐  CLINIC  TREE  CONCEPT  ART   112   FIGURE  27  -­‐  CAR  LOT  CONCEPT  ART   113   FIGURE  28  -­‐  FUNERAL  STORYBOARD   114   FIGURE  29  –  OPENING  SCREEN   115   FIGURE  30  –  DATA  ENTRY   116   FIGURE  31  –  THE  CLINIC  ATRIUM   116   FIGURE  32  –  THE  CLINIC  POD   117   FIGURE  33  –  THE  YARD   118   FIGURE  34  –  THE  YARD   118   FIGURE  35  –  CLEAN  HALL   119   FIGURE  36  –  CLEAN  HALL:  DETAILED  VIEW   120   FIGURE  37  –  CLEAN  KITCHEN   120   FIGURE  38  –  CLEAN  KITCHEN:  ALTERNATE  ANGLE   121   FIGURE  39  –  CLEAN  LIVING  ROOM   121   FIGURE  40  –  CLEAN  STAIRWAY   122   FIGURE  41  –  CLEAN  BEDROOM   122   FIGURE  42  –  CLEAN  BEDROOM   123   FIGURE  43  –  DARK  BEDROOM   124   FIGURE  44  –  DARK  BEDROOM   124   FIGURE  45  –  DARK  BEDROOM   125   xii   FIGURE  46  –  DARK  BEDROOM   125   FIGURE  47  –  DARK  BEDROOM   126   FIGURE  48  –  DARK  BEDROOM   126   FIGURE  49  –  DARK  BEDROOM   127   FIGURE  50  –  DARK  STAIRCASE   128   FIGURE  51  –  DARK  HALLWAY   128   FIGURE  52  –  DARK  HALLWAY   129   FIGURE  53  –  DARK  HALL   130   FIGURE  54  –  DARK  HALLWAY   130   FIGURE  55  –  DARK  LIVING  ROOM   131   FIGURE  56  –  DARK  LIVING  ROOM   132   FIGURE  57  –  DARK  LIVING  ROOM   132   FIGURE  58  –  DARK  LIVING  ROOM   133   FIGURE  59  –  DARK  LIVING  ROOM   133   FIGURE  60  –  DARK  KITCHEN   134   FIGURE  61  –  DARK  KITCHEN   135   FIGURE  62  –  DARK  KITCHEN   135   FIGURE  63  –  DARK  KITCHEN   136   FIGURE  64  –  DARK  KITCHEN   136   FIGURE  65  –  DARK  KITCHEN   137   FIGURE  66  –  DARK  KITCHEN   137   FIGURE  67  –  CAR  LOT  MAZE   138   FIGURE  68  –  CAR  LOT  MAZE   139   FIGURE  69  –  CAR  LOT  MAZE   139   xiii   FIGURE  70  –  CAR  LOT  MAZE   140   FIGURE  71  –  CAR  LOT  MAZE   141   FIGURE  72  –  YARD   141   FIGURE  73  –  FUNERAL   142   FIGURE  74  –  FUNERAL   143   FIGURE  75  –  FUNERAL   143   FIGURE  76  –  FUNERAL   144   FIGURE  77  –  PLAYTEST  1:  USER  REPORTED  DATA   154   FIGURE  78  –  PLAYTEST  1:  USER  REPORTED  DATA   154   FIGURE  79  –  PLAYTEST  1:  USER  REPORTED  DATA   155   FIGURE  80  –  PLAYTEST  1:  USER  REPORTED  DATA   155   FIGURE  81  –  PLAYTEST  1:  USER  REPORTED  DATA   156   FIGURE  82  –  PLAYTEST  2:  USER  REPORTED  DATA   157   FIGURE  83  –  PLAYTEST  2:  USER  REPORTED  DATA   157   FIGURE  84  –  PLAYTEST  2:  USER  REPORTED  DATA   158   FIGURE  85  –  PLAYTEST  2:  USER  REPORTED  DATA   158   FIGURE  86  –  PLAYTEST  2:  USER  REPORTED  DATA   159   FIGURE  87  –  PLAYTEST  2:  USER  REPORTED  DATA   159   FIGURE  88  –  PLAYTEST  2:  USER  REPORTED  DATA   160   FIGURE  89  –  PLAYTEST  3:  USER  REPORTED  DATA   161   FIGURE  90  –  PLAYTEST  3:  USER  REPORTED  DATA   161   FIGURE  91  –  PLAYTEST  3:  USER  REPORTED  DATA   162   FIGURE  92  –  PLAYTEST  3:  USER  REPORTED  DATA   162   FIGURE  93  –  PLAYTEST  3:  USER  REPORTED  DATA   163   xiv   FIGURE  94  –  PLAYTEST  3:  USER  REPORTED  DATA   163   FIGURE  95  –  HR  AND  DVANN  DATA  FROM  PLAYTESTER  #17   164   FIGURE  96  –  HR  AND  DVANN  DATA  FROM  PLAYTESTER  #18   165   FIGURE  97  –  HR  AND  DVANN  DATA  FROM  PLAYTESTER  #19   165   FIGURE  98  –  HR  AND  DVANN  DATA  FROM  PLAYTESTER  #21   166   FIGURE  99  –  HR  AND  DVANN  DATA  FROM  PLAYTESTER  #22   166   FIGURE  100  –  HR  AND  DVANN  DATA  FROM  PLAYTESTER  #23   167   FIGURE  101  –  HR  AND  DVANN  DATA  FROM  PLAYTESTER  #24   167   FIGURE  102  –  HR  AND  DVANN  DATA  FROM  PLAYTESTER  #25   168   xv   Abstract     Nevermind  is  a  PC-­‐based   biofeedback-­‐enhanced   exploration   horror   game   that   challenges  the  player  to  go  outside  of  his  psychological  comfort  zone.  Players  are   asked  to  either  bravely  face  the  fear  and  stress  of  an  unknown  ever-­‐changing  space   (and  thus  be  rewarded  with  progress)  or  to  retreat,  turning  their  back  not  only  on   the  source  of  their  fears,  but  also  on  their  character,  other  in-­‐game  characters,  or  –   more  importantly  –  themselves.  While  many  games  already  employ  this  technique   to  a  certain  extent,  Nevermind’s  use  of  biofeedback  technology  isolates  the  problem   of  fear  and  stress,  making  it  a  concrete,  measurable  entity  that  can  be  identified  and   addressed  on  a  very  direct  and  personal  level.    The  high  entertainment  value  of  the   game  serves  to  compel  players  to  push  further  to  find  out  “what  happens  next”  -­‐   and,   in   turn,   the   demand   to   venture   into   the   terrifying   unknown   and   return   unscathed  (both  as  a  player  and  as  a  person)  encourages  players  to  push  beyond   boundaries  of  fear  in  their  own  lives.       1   Chapter  One:  Introduction     Growing   up,   I   loved   playing   video   games.   From   my   very   first   Nintendo   Entertainment  System  to  my  beloved  Sega  Genesis  to  my  Xbox  360,  I  have  never   ceased  to  be  inspired  by  digital  interactive  experiences.  My  parents,  however,  didn’t   always  see  it  that  way.  Sharing,  no  doubt,  the  perspective  of  many  other  parents   over  the  past  few  decades,  they  saw  games  as  being  junk-­‐food  entertainment:  to   them  games  were  merely  a  time  sink  that  offered  little  lasting  value  to  the  player.   Nowadays  I  feel  that  one  can  point  to  many  examples  of  how  games  can  be  far  more   than  mere  escapist  entertainment:  rather  they  can,  in  fact,  serve  as  powerful  tools  to   inspire,  educate,  and  engage.       In  this  day  and  age,  it  appears  evident  that  the  diversity  of  experiences  offered  by   video   games   is   fairly   well   recognized.   With   increasing   interest   in   the   implicit   benefits  of  playing  games  themselves  and  the  introduction  of  gestural  controls  such   as  the  Nintendo  Wii,  Playstation  Move  and  Microsoft  Kinect  systems,  the  potential   physical  and  mental  health  merits  of  games  have  made  their  way  to  mainstream   discussion  –  earning  features  in  publications  such  as  NPR 1 ,  The  Wall  Street  Journal 2 ,                                                                                                                   1  Allison  Aubrey,  “Gaming  You  Way  to  Fitness,”  NPR  15  May  2008,  31  Mar.  2012  <   http://www.npr.org/templates/story/story.php?storyId=90448872>.       2   and  National  Geographic 3 .  Furthermore,  the  advent  of  games  such  as  Shadow  of  the   Colossus  and  Flower,  have  inspired  fields  outside  of  game  development  to  take  note   of  video  games’  merit  as  an  art  form. 4  Additionally,  as  evidenced  by  many  grade   school  computer  labs,  it  has  long  been  suspected  that  games  can  be  an  effective   means  of  sneaking  education  into  fun 5  –  much  like  a  savvy  parent  might  drizzle  tasty   cheese   over   an   otherwise   unappetizing   serving   of   broccoli.   Even   the   inherent   systems  that  make  up  games  themselves  can  fundamentally  be  related  to  education   systems 6  –  creating  mutually  beneficial  opportunities.       Video  games  are  an  immensely  powerful  medium.  In  my  mind,  their  very  nature   makes  them  uniquely  equipped  to  prompt,  gather,  analyze  and  respond  to  data  to  an   incredible  degree  while  also  being  accessible,  widely  available,  and  actively  sought   out   by   a   massive   audience.   In   addition   to   communicating   story,   emotions,   and                                                                                                                                                                                                                                                                                                                                             2 Robert  L.  Hotz,  “When  Gaming  Is  Good  for  You,”  WSJ  5  Mar.  2012,  1  Apr.  2012,   <http://online.wsj.com/article/SB10001424052970203458604577263273943183 932.html>.     3  John  Roach,  “Video  Games  Boost  Visual  Skills,  Study  Finds,”  National  Geographic,   28  May  2003,  01  Apr.  2012,   <http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.h tml>.       4  "The  Art  of  Video  Games,"  Smithsonian  American  Art  Museum,  800  F  Street   Northwest  Washington,  DC  20004,  March  16,  2012  –  Sep.  30,  2012.       5  Herb  Brody,  “Video  Games  That  Teach?”  Technology  Review  1993:  50-­‐57     6  James  Paul  Gee,  What  Video  Games  Have  to  Teach  Us  about  Learning  and  Literacy   (New  York:  Palgrave  Macmillan,  2003).       3   situations  to  their  audience  (much  like  other  media),  video  games  uniquely  allow   their  users  the  opportunity  to  listen  and  respond  appropriately.  As  I  see  it,  video   games  can  serve  as  extremely  intelligent  and  intuitive  pieces  of  interactive  art  that   are  capable  of  having  a  meaningful  conversation  with  any  who  opts  to  engage  with   them.       Throughout  my  career  as  a  game  designer,  I  have  always  strived  to  ensure  that  the   games  I  create  are  not  only  engaging,  but  also  leave  a  lasting,  positive  impact  on  the   player.  For  Nevermind,  my  goal  was  to  look  towards  what  the  future  may  hold  for   games  (in  terms  of  both  technology  and  user  experience)  and  create  what  I  believe   will  be  the  next  step  in  player/game  interaction.  I  feel  that  the  time  has  come  for   games  to  listen  to  the  player  in  new  ways 7  beyond  overt,  directed  input,  all  the  while   equipping  the  player  with  tools  they  can  truly  put  to  good  use  throughout  their  daily   lives.     In  summation,  Nevermind  was  developed  with  the  intent  of  creating  an  entertaining,   meaningful   game   with   a   positive   impact,  while   remaining   accessible   to   the   mainstream  consumer  audience  and  engaging  players  in  an  entirely  new  way.                                                                                                                         7  Latitude,  "The  Future  of  Gaming:  A  Portrait  of  the  New  Gamers,"  Latitude,  Aug.   2011,  2  Apr.  2012  <http://latd.com/wp-­‐content/uploads/2011/08/Latitude-­‐ FutureofGaming.pdf>.     4     Chapter  Two:  Conventions     Pronouns   Male   pronouns   (he,   his,   etc)   are   used   to   represent   the   player   throughout   this   document.  This  in  no  way  should  indicate  that  the  game  is  intended  only  for  men,   rather  it  is  there  to  simplify  the  text  as  much  as  possible  and  avoid  verbal  clutter.       Fear/Stress  Terminology   The  colloquial  terms  “fear,”  “stress,”  or  “becoming  scared”  are  used  in  this  document   refer   to   the   psychological   arousal   that   can   occur   when   the   player   reacts   to   an   unpleasant  event  or  the  anticipation  thereof.     Intended  Audience   The   content   of   the   following   discussion   is   written   from   a   game   designer’s   perspective   and   is   intended   for   other   game   designers   and   developers   who   are   interested   in   leveraging   biofeedback   technology   to   create   meaningful   game   experiences.   In   so   doing,   this   paper   discusses  the  philosophies,   methodologies,   processes,  trials,  and  successes  Nevermind  encountered  throughout  development  in   our   efforts   to   achieve   our  goal   of   enriching   players   through   entertainment.   5   Chapter  Three:  Project  Overview     Gameplay  Experience   Nevermind  is  a  first-­‐person  adventure  game  that  takes  place  primarily  within  the   heads  of  trauma  victims  who  do  not  remember  or  cannot  process  a  key  traumatic   event  that  forever  changed  their  lives.    The  player’s  goal  is  to  explore  deep  inside   the  dark,  twisted  minds  of  these  patients  to  discover  and  identify  the  origin  of  the   forgotten  trauma  so  that  the  victim  may  be  able  to  reconcile  their  past  and  begin   their  path  to  recovery.         Project  Philosophy   One  of  the  goals  for  Nevermind  was  to  integrate  contemporary  medical  research  and   philosophy   with   game   design   and   development   methodologies   to   create   an   experience  that  would  both  engage  and  empower  the  player.  Although  I  believe   games  have  limitless  potential  in  how  they  can  inspire  and  entertain,  for  this  project,   we  decided  to   focus  our  attention  on   tackling   the   issues   of   stress   and   stress   management.       Before  getting  into  the  details  of  the  project  itself,  it  is  important  to  establish  what   we  mean  by  stress.  As  empirically  evidenced  from  the  world  around  us,  stress  is  a     6   constant  force  –  for  good  or  ill  –  that  we  all  share.    Stress  is  a  biological  necessity   and  it  has  a  dramatic  impact  on  each  individual’s  mental,  emotional  and  physical   health.  Stress  (clinically  categorized  as  “arousal”),  is  neither  inherently  good  nor  bad   –   it   can   have   either   a   positive   or   negative   “tone,”   or   valence 8 .   With  a  positive   valence,  stress  can  motivate  an  individual  to  perform  and  achieve.  Even  arousal  with   a  negative  valence  (such  as  being  in  a  state  of  distress 9 )  can  be  a  healthy  thing  in  the   right  circumstances.  Distress  could  trigger  a  fight  or  flight  reaction 10  –  which  can  be   a  perfectly  appropriate  response  to  a  genuinely  distressful  event  (such  as  being   chased  by  a  tiger).       Despite  its  potential  benefits,  stress  with  a  negative  valence  (a.k.a.  toxic  stress)  can   take  its  toll  on  the  human  body  and  spirit  –  especially  as  a  constant  force  left   unmanaged. 11  Although  stress  is  appropriate  in  some  circumstances,  many  of  us  can   recount  several  instances  in  our  own  lives  where  negative  stress  reactions  have   manifested  when  they  were  not  truly  warranted.  How  many  times  have  we  felt  our                                                                                                                   8  James  A  Russell,  “A  Circumplex  Model  of  Affect,”  Journal  of  Personality  and  Social   Psychology  1980:  1163.     9  Russell  1164     10  NIMH.NIH.gov,  “Fact  Sheet  on  Stress,”  National  Institute  of  Mental  Health,  30  Mar.   2012,  01  Apr.  2012,  <http://www.nimh.nih.gov/health/publications/stress/fact-­‐ sheet-­‐on-­‐stress.shtml>.     11    NIMH.NIH.gov       7   adrenaline   rising   to   tiger-­‐evading  levels  when  we   are   running   late   and   have   misplaced  our  keys?       Naturally,  not  everyone  experiences  stress  the  same  way.  Some  people  are  very   responsive  to  stressful  stimuli,  while  others  are  more  desensitized.  Some  are  acutely   aware  of  stress,  and  thus  can   have  very  controlled  reactions  while  others  may   experience  stress  on  a  more  subconscious  level.  Some  may  be  able  to  recover  from  a   stressful  scenario  in  a  matter  of  moments,  while  others  may  take  hours  to  fully   return  to  “normal.” 12    Each  individual’s  response  to  stress  is  primarily  due  to  a   chemical  reaction  that  is  determined  during  early  childhood. 13    Although  responses   to  stress  can  be  changed  throughout  life,  the  process  must  happen  slowly  and  within   the  comfort  of  one’s  own  boundaries.       This  is  where  Nevermind  comes  in.  Inspired  by  the  therapeutic  process  of  slowly   adjusting   one’s   responses   to   stress,   the   game   seeks   to   help   players   push   their   boundaries  and  become  more  familiarized  with  their  reaction  to  stressful  situations   –  ultimately  learning  how  to  react  in  the  most  constructive,  healthy  way  possible.                                                                                                                       12  Mark  R.  Somerfield  and  Robert  R.  McCrae,  "Stress  and  Coping  Research:   Methodological  Challenges,  Theoretical  Advances,  and  Clinical  Applications,"   American  Psychologist  2000:  620-­‐25     13  “The  Foundations  of  Lifelong  Health  Are  Built  in  Early  Childhood,”  Center  on  the   Developing  Child  at  Harvard  University  [Cambridge]  July  2010.       8   Nevermind  strives  to  achieve  this  by  increasing  the  player’s  coping  self-­‐efficacy  via   presenting  him  with  a  series  of  unpleasant  situations  and  rewarding  his  ability  to   persevere  through  them  with  both  game  and  narrative  progression.  The  general   idea  behind  this  is  explained  in  Predicting  performance  under  acute  stress:  The  role  of   individual  characteristics:   “Because  people  with  strong  coping  self-­‐efficacy  are  more  confident  in  their   ability  to  deal  with  stressful  situations,  and  believe  they  can  do  something   to  change  the  situation,  they  will  consequently  use  more  task-­‐focused,  and   less  emotion-­‐focused,  coping  behavior.” 14       In  other  words,  Nevermind  does  not  teach  stress  management  itself  –  rather  it  aims   to  bolster’s  the  player’s  emotional  intelligence,  awareness,  and  confidence  in  his   stress  management  skills.       As   a   result,   in   Nevermind   the   player   is   actively   encouraged   to   force   himself   to   proceed  into  scenarios  that  he  knows  will  cause  stress  or  fear,  fully  experience  said   reactions,   and   then   quickly   temper   his   subconscious   response,   allowing   him  to   return  to  a  state  of  calm.  In  other  words,  Nevermind  encourages  –  and  rewards  –   “true”  bravery:    the  ability  to  subject  oneself  to  an  uncomfortable  or  unpleasant   experience  knowing  that  doing  so  will  lead  to  extrinsic  or  intrinsic  progress.  This  is   discussed  further  in  the  “Biofeedback”  section  of  this  paper.                                                                                                                       14 Roos  Delahaij,  et  al.,  "Predicting  Performance  Under  Acute  Stress:  The  Role  of   Individual  Characteristics,"  International  Journal  of  Stress  Management  2011:  3.       9   In  Nevermind,  when  the  player  becomes  stressed  or  fearful,  the  game  will  actually   increase  in  intensity  and  difficulty.  In  turn,  when  the  player  calms  himself,  the  game   returns  to  its  more  passive  neutral  state.  If  the  player  is  unable  to  calm  himself,  then   the  game  will  become  increasingly  more  difficult  and  intense  until,  worst  case,  the   player  is  ultimately  removed  from  the  level  and  given  an  opportunity  to  relax  before   returning  to  where  he  left  off  in  the  game.  The  number  and  degree  of  stressful   encounters  are  paced  as  the  experience  progresses  –  with  earlier  moments  leaving   more  opportunities  to  collect  oneself  when  faced  with  moments  of  stress  –  and  later   events  demanding  more  active  stress  management  “on  the  fly”.       One  aspect  that  should  be  emphasized  is  that  Nevermind  is  not  built  as  a  self-­‐help   program   that   guides  the  player   on   how   to   handle   stress   in   a   didactic   manner.   Rather,  it  leads  the  player  to  personally  discover  how  to  manage  his  own  unique   stress  triggers  –  providing  plenty  of  opportunities  to  practice,  refine,  and  habitually   employ  these  healthy  coping  strategies  both  in  and  out  of  the  game.  One  of  the   foremost  leaders  in  Affective  Computing,  Rosalind  Picard,  reinforces  this  strategy  in   her  book  “Affective  Computing:”   Whatever  his  strategy,  the  good  teacher  detects  important  affective  cues   from  the  student  and  responds  differently  because  of  them.  For  example,   the  teacher  might  leave  subtle  hints  or  clues  for  the  student  to  discover,   thereby   preserving   the   learner's   sense  of  self-­‐propelled   discovery.   Whether  the  subject  matter  involves  deliberate  emotional  expression  as   is  the  case  with  music,  or  is  a  "non-­‐emotional"  topic  such  as  science,  the   teacher  that  attends  to  a  student's  interest,  pleasure,  and  distress  is   perceived  as  more  effective  than  the  teacher  that  proceeds  callously.  The   best  teachers  know  that  frustration  usually  precedes  quitting,  and  know   how  to  redirect  or  motivate  the  pupil  at  such  times.  They  get  to  know     10   their  student,  including  how  much  distress  that  student  can  withstand   before  learning  breaks  down."   15     To  provide  an  engaging  experience  that  places  the  player  in  uncomfortable  and   stressful   situations,   we   chose   to   make   Nevermind  an   explorative   psychological   horror  game.  However,  in  choosing  this  genre,  it  was  critical  that  the  standard   tropes  of  traditional  horror  games  did  not  interfere  or  conflict  with  our  goals  to   equip  the  player  with  skills  and  tools  that  might  enable  healthy  stress  management.   As  such,  we  made  the  decision  up  front  to  exclude  enemies  or  any  other  actively   aggressive   elements.  This   choice   is   discussed   further   in   the   “Environmental   Antagonists”  section  of  this  paper.       To  fashion  a  horrific  atmosphere  powerful  enough  to  elicit  a  psycho-­‐physiological   response,  significant  attention  needed  to  be  given  to  the  aesthetics  and  narrative   aspects  of  the  game.  For  the  aesthetics,  inspiration  was  drawn  from  the  Surrealist   Movement   to   create   an   abstract,  “horrific”   (but   not   directly   threatening)   environment.  This  is  discussed  in  more  detail  in  the  “Designing  Horror”  section  of   this  paper.                                                                                                                     15  Rosalind  W.  Picard,  Affective  Computing  (Cambridge:  MI,  1997)  93-­‐94.     11   Scope  of  Project   The  overall  design  for  Nevermind  is  representative  of  a  large-­‐scale,  mainstream   game.  However,  to  isolate  and  fully  develop  the  key  components  of  the  game  in   accordance   with   its   goals,   the   team   focused   on   completing   one   “level”   of   the   gameplay  experience  alongside  the  interstitial  Clinic  area  that  would  ultimately   serve   as   the   player’s   “hub”   between   all   potential   levels.   Doing   so   allowed   the   Nevermind  team  the  time  required  to  experiment,  research,  develop,  and  iterate  as   needed  to  fully  investigate  the  many  questions  that  the  project  sought  to  address.       12     Chapter  Four:  Design  and  Narrative  Philosophy/Methodology     When  designing  Nevermind,  one  of  our  primary  goals  was  to  create  a  game  that   could  stand  alone  as  a  fun  and  compelling  experience.  If  a  game  is  not  genuinely   engaging,  then  players  are  not  going  to  want  to  spend  time  with  it.  In  other  words,  if   the  player  is  not  captivated,  then  the  emotional  impact  of  the  game’s  narrative,  the   inherent  beauty  of  its  art,  or  any  potential  personal-­‐growth  opportunities,  will  all  be   inconsequential.       Accessibility   In  order  to  meet  our  goal  that  Nevermind  could  benefit  as  many  people  as  possible,   we  knew  that  it  not  only  needed  to  be  fun,  but  also  accessible  to  as  many  different   types  of  users  as  possible.  The  execution  of  this  philosophy  manifested  in  a  number   of  ways.  For  example,  many  commercial  mainstream  games  available  on  the  market   utilize  a  complex  visual  language  to  communicate  relevant  gameplay  statistics  and   goals  –  relying  on  a  set  of  skills  a  player  has  presumably  learned  over  the  years  to   ensure  engagement  and  success  within  the  game.  Anecdotally,  this  language  can  be   very  intimidating  and  overwhelming  to  non-­‐gamers  and  often  creates  too  steep  of  a   learning  curve  for  them  to  be  willing  to  invest  their  time  and  energy  long  term  into   the  experience.       13         Figure  1  –  The  game  Mass  Effect  (PC)  uses  elaborate  interface  menus  and  options   16     The  Nevermind  development  team  and  I  wanted  even  those  who  had  never  played  a   videogame  prior  to  still  be  able  to  easily  pick-­‐up,  experience,  and  enjoy  Nevermind.     It  was  important  to  us  that  Nevermind  was  an  immersive  experience  and  never  felt     “too  game-­‐y.”  That  is,  any  reminders  of  it  being  a  video  game  –  such  as  an  elaborate   heads-­‐up  display  or  the  use  of  thematically  inconsistent  sound  effects  could  break   the  delicate  immersive  experience  that  is  so  critical  to  evoking  feelings  of  fear  and   horror  in  the  player.                                                                                                                       16  Mass  Effect,  Joystiq.com,  Digital  Image,  Feb.  2008,  27  Mar.  2012,   <http://www.joystiq.com/media/2008/02/mass-­‐effect-­‐pc-­‐490w.jpg>.       14   In  light  of  these  goals,  we  had  to  be  very  conscious  of  how  we  designed  both  the   overall  and  moment-­‐to-­‐moment  experiences.  In  order  to  do  this,  we  established  a   series  of  guidelines  to  ensure  that  the  final  product  would  be  fun,  accessible,  and   immersive.    These  guidelines  included:   • Seamlessly  Beneficial  –  Any  ”health-­‐related”  components  of  the  game  need   to  be  seamlessly  integrated  with  the  game  itself.  In  other  words,  they  should   contribute  to  rather  than  detract  from  the  fun  of  the  game.     • Minimal   UI   –   Any  necessary  user  interface   elements   need   to   be   as   minimalistic  and  efficient  as  possible  while  always  feeling  appropriate  to  the   world  and  theme  of  the  game.  This  is  discussed  further  in  the  “Aesthetic   Philosophy”  section.   • Accessible  Puzzles  –  Any  puzzles  or  challenges  in  the  game  could  be  solved   using  skills  and  knowledge  commonly  available  to  any  user.  This  is  discussed   further  in  the  “Horror  Philosophy”  section.     Given  these  guidelines,  the  exploration-­‐based  adventure  game  genre  was  clearly  the   most  natural  and  logical  choice  to  our  team.       Narrative  Context   In   order  to   weave   the   desired   mechanics   into   a   cohesive   narrative   within   the   context  of  the  biofeedback/horror  theme,  we  felt  that  it  would  be  pertinent  to   challenge  the  player  with  the  grim  task  of  exploring  the  minds  and  memories  of     15   psychologically  traumatized  patients.  It  was  our  belief  that  this  gameplay  metaphor   would   create  a  unique,   intriguing   environment   that   would   provide   ample   opportunities  to  present  interesting  logic  and  spatial  puzzles,  establish  a  horror   aesthetic  that  could  push  the  player’s  stress  limits,  and  present  a  narrative  that  not   only  speaks  to  the  gameplay  and  environment,  but  introduces  the  player  to  a  real-­‐ world  issue,  Post  Traumatic  Stress  Disorder  (PTSD) 17 .    PTSD  and  the  influence  of   other   concepts   from   Psychology   are   discussed   further   in   the   “Psychology   Influences”  section  within  this  paper.  A  more  elaborate  explanation  of  the  game’s   narrative  can  also  be  found  in  “Appendix  C.”     Gameplay   Nevermind’s   gameplay   centers   around  the  player   traversal   of   the   abstract,   unfamiliar  territory  of  patients’  mindscapes  in  order  to  find  hints  of  what  may  have   originally   caused   the   trauma  that  they  can  no  longer  recall.   Upon   entering   the   patient’s  mind,  the  player  is  prompted  to  look  for  clues  within  all  aspects  of  the   world  and  make  informed  decisions  about  with  which  objects  to  interact.  Some   entities  will  bring  him  closer  to  his  goal  while  others  will  errantly  antagonize  the   patient’s  psyche,  triggering  events  that  will  stress  the  player,  and/or  complicate  the   scenario  further.  At  its  most  fundamental  level,  this  exploration/puzzle  mechanic                                                                                                                   17  Mayo  Clinic  Staff,  "Post-­‐traumatic  Stress  Disorder  (PTSD):  Definition,"  Mayo   Clinic,  08  Apr.  2011,  01  Apr.  2012,  <http://www.mayoclinic.com/health/post-­‐ traumatic-­‐stress-­‐disorder/DS00246>.       16   has  been  successful  in  many  games,  including  the  popular  classic  Myst.    Both  Myst   and  Nevermind  inherently  draw  more  upon  innate  knowledge  (such  as  observation   and  analysis)  for  progression  rather  than  medium-­‐specific  knowledge  such  as  split-­‐ second  reaction  times  or  deciphering  complex  user  interface  systems.  Examples  of   specific  puzzles  within  Nevermind,  can  be  found  in  “Appendix  B.”         Figure  2  –  Screenshot  from  the  game  Myst 18                                                                                                                   18  Myst,  Kotaku.com,  Digital  Image,  2008,  27  Mar.  2012,   <http://cache.kotaku.com/assets/images/4/2008/08/Myst-­‐library_and_ship.jpg>.       17     Figure  3  –  A  Nevermind  screenshot       Reflecting  upon  the  progression  of  Nevermind’s  core  mechanics  over  the  course  of   development,  the  gameplay  experience  evolved  away  from  the  conventions  of  a   traditional  video  game  and  more  towards  that  of  a  virtual  reality  experience 19 .   Ultimately,  we  aimed  to  accomplish  something  akin  to  the  overall  experience  of   ThatGameCompany’s   games,   which   have   been   described   as   being   “…about   the   feeling  of  being  somewhere,  not  about  the  feeling  of  solving  something.” 20  In  other   words,  we  knew  the  experience  fundamentally  needed  to  be  something  that  players   could  intrinsically  understand  and  relate  to.  While  Nevermind  presents  the  player                                                                                                                   19  Robert  Switzer,  "Over-­‐writing  the  Body:  Virtual  Reality  and  Cartesian   Metaphysics,"  Philosophy  Today  1997.     20  Ian  Bogost,  “A  Portrait  of  the  Artist  as  a  Game  Studio,"  The  Atlantic,  15  Mar.  2012,   01  Apr.  2012,  <http://www.theatlantic.com/technology/archive/12/03/a-­‐portrait-­‐ of-­‐the-­‐artist-­‐as-­‐a-­‐game-­‐studio/254494/>.       18   with  goals  and  puzzles  with  discrete  solutions,  the  focus  ended  up  being  more  on   the  player’s  presence  within  the  space  rather  than  the  player’s  actions  upon  it.       In  his  essay  “Shock,  Horror:  First-­‐Person  Gaming,  Horror,  and  the  Art  of  Ludic   Manipulation,”  Dan  Pinchbeck  postulates:   “…what  can  be  stated  confidently  is  that  there  is  a  direct,   if   reduced,   perceptual   mapping   between   avatar   and   player  in  FPS  games  and  this  has  the  potential  to  reduce   the  emotional  distance  between  world  and  player.  This   argument  can  be  supported  by  the  clear  shift  across  the   genre   to   move   epistemological   and   orienting   devices   within  the  presented  diegesis,  rather  than  relying  upon   heterodigetic,  system  level,  information  (such  as  save   screens,   quad   damage,   pop-­‐up   instruction).   This…is   highly  suggestive  of  a  drive  within  the  genre  towards  an   unbroken,  highly  immersive  experience.” 21     As  such,  although  our  focus  on  simplicity  and  intuition  in  gameplay  while  eschewing   complexity  for  the  sake  of  immersion  may  seem  to  go  against  the  grain  of  many   horror  games  currently  on  the  market,  by  Pinchbeck’s  logic,  immersion  actually   aligns  well  with  some  of  best  practices  within  the  horror  game  genre.         Psychology  Influences   In   developing   Nevermind,   we   took   significant   inspiration   from   psychological   research.  In  many  ways,  the  ideas  within  this  discipline  not  only  drove  our  high-­‐                                                                                                                 21  Dan  Pinchbeck,  “Shock,  Horror:  First-­‐Person  Gaming,  Horror,  and  the  Art  of  Ludic   Manipulation,"  Horror  Video  Games:  Essays  on  the  Fusion  of  Fear  and  Play,  ed.   Bernard  Perron  (Jefferson:  McFarland)  79,  Location  1184.       19   level   vision   (to   create  an  experience  intended  to  evoke  a  psycho-­‐physiological   response),   but   also   directly   informed   the   narrative   of   the   game.   Given   that   Nevermind  takes  place  within  a  clinic  designed  to  treat  those  with  extreme  cases  of   Post-­‐traumatic  Stress  Disorder  (PTSD)  –  and  since  most  gameplay  occurs  within  the   minds  of  these  patients,  we  felt  that  it  was  critical  for  us  to  become  with  PTSD  and   related  concepts  in  order  to  represent  it  as  accurately  as  possible  within  the  context   of  the  game.       PTSD  is  described  in  the  DSM-­‐IV-­‐TR  as  being  “characterized  by  the  reexperiencing   of  an  extremely  traumatic  event  accompanied  by  symptoms  of  increased  arousal   and  by  avoidance  of  stimuli  associated  with  the  trauma.” 22  Part  of  the  criteria  for   PTSD  includes  that  “the  person  experienced,  witnessed,  or  was  confronted  with  an   event  or  events  that  involved  actual  or  threatened  death  or  serious  injury,  or  a   threat  to  the  physical  integrity  of  self  or  others”  and  that  “the  person's  response   involved  intense  fear,  helplessness,  or  horror.” 23     This  definition  suggests  why  the  topic  of  PTSD,  from  a  very  practical  perspective,   was  a  good  fit  for  Nevermind.  One  could  argue  that  the  world  within  the  mind  of  the   diagnosed   individual   is,   in   many   ways,   a   horror   game   in   and   of   itself.   From   a                                                                                                                   22  American  Psychiatric  Association,  DSM-­‐IV-­‐TR  (Washington:  American  Psychiatric   Association,  2002)  Chapter  7,  Introduction.     23  American  Psychiatric  Association,  Chapter  7       20   storytelling   perspective,   we   were   also   attracted   to   the   notion   of   thematically   leveraging  PTSD  as  a  means  to  help  raise  awareness  of  the  disorder.  In  both  casually   speaking  with  peers  and  examining  my  own  original  assumptions,  it  became  clear   that  PTSD  is  most  frequently  discussed  in  relation  to  soldiers,  war,  and  victims  of   sexual  assault.  However,  PTSD  is  something  that  impacts  a  much  wider  range  of   people  and  can  be  incurred  in  a  variety  of  ways,  as  psychological  trauma  is  simply  “a   response  to  a  terrible  event…”   24  We  saw  this  as  a  great  opportunity  to  create  a   variety  of  twisted,  ever-­‐threatening,  confused,  and  deeply  personal  worlds  while   also  subtly  raising  awareness  about  an  often  misunderstood  condition.       Another  key  psychological  concept  was  the  notion  of  a  “vertical  split”.  According  to   NMS  Psychiatry:   Dissociative   amnesia,   dissociative   fugue,   and   dissociative   identity  disorder  tend  to  occur  after  some  traumatic  event,  for   which   these   disorder   are   seen  to  arise  as  a  defense  against.   Unlike   repression,   which   creates   a   ’horizontal’  split  in   consciousness,  disassociation  creates  a  ’vertical’  split  leading  to  a   parallel  consciousness  of  sorts.  This  defense  is  maladaptive  in   the  sense  that  it  delays  ’working  through’  the  trauma. 25       This  concept  not  only  provided  an  opportunity  to  create  a  “mystery”  that  the  player   could  solve  –  it  also  reinforced  the  viability  of  legitimately  creating  an  entirely   surreal  world  within  which,  in  a  sense,  one  half  of  the  patient’s  mind  exists.                                                                                                                     24 American  Psychological  Association,  “Trauma,”  American  Psychological   Association,  01  Apr.  2012,  <http://www.apa.org/topics/trauma/index.aspx>.     25  Joshua  T.  Thornhill,  VI  Dissociative  Disorders:  B  (Philadelphia:  Lippincott   Williams  &  Wilkins,  2011)  169-­‐170.       21         Figure  4  –  In  Nevermind  Surreal  imagery  is  used  to  represent  the  tortured  subconscious     In  some  ways,  we  saw  the  story  of  the  forgotten  trauma  as  not  being  too  dissimilar   to   narrative   structure   of   many   Japanese   horror   games,   from  which   Nevermind   conceptually  and  aesthetically  drew  great  inspiration.  While  analyzing  a  talk  given   by  Akira  Yamaoka,  the  producer  of  Japanese  Horror  Game  Silent  Hill  3 26  and  Silent   Hill  4, 27  Survival   Horror   expert   Chris   Pruett  discusses  the  “Japanese  concept  of                                                                                                                   26  Daedolon  (2965)  and  Karthik  KANE  (465),  “Silent  Hill  3,”  Moby  Games  01  Apr.   2012  <http://www.mobygames.com/game/windows/silent-­‐hill-­‐3/credits>.     27  Daedolon  (2965)  and  Joyvalley  (465),  “Silent  Hill  4:  The  Room,”  Moby  Games  01   Apr.  2012  <http://www.mobygames.com/game/windows/silent-­‐hill-­‐4-­‐the-­‐ room/credits>.       22   onnen,  which  is  a  grudge  or  need  for  vengeance  that  might  be  manifested  even  after   the  person’s  death.” 28       Many  horror  games  have  onnen  manifest  as  ghosts  or  other  supernatural  intangible   antagonist.   In   Nevermind,   we   made   the   menacing,   intangible   antagonist   the   forgotten  memory  lurking  throughout  the  environment  of  the  patient’s  mind.  The   trauma  memory  serves  as  an  omnipresent  force  that  is  haunting  the  patient  (and  the   player)   and   thus   needs   to   be   defeated.   As   such,   we   saw   that   many   of   the   psychological  symptoms  of  PTSD  patients  actually  philosophically  align  fairly  well   with  many  of  the  tried  and  true  principles  of  classic  Japanese  horror  game  design.     The  Horror/Terror  Experience   Before  we  dig  into  the  specifics  of  Nevermind’s  horror  content,  it  is  important  to  note   the  type  of  horror  that  we  were  looking  to  achieve.  Nevermind  defines  itself  as  a   horror  game  –  specifically,  a  psychological  exploration  horror  game  –  however,  even   with  a  three-­‐word  qualification,  the  term  horror  can  be  highly  ambiguous.  In  all   media  –  but  especially  in  games  –  horror  can  refer  to  games  with  a  broad  variety  of   aesthetics,  subgoals,  narrative  structures,  and  player  expectations.       As  explained  in  Carroll’s  The  Philosophy  of  Horror  or  Paradoxes  of  the  Heart:                                                                                                                     28  Chris  Pruett,  "GDC:  Akira  Yamaoka  and  the  Atmosphere  of  Silent  Hill,"  Chris’   SURVIVAL  HORROR  Quest  13  Mar.  2005,  01  Apr.  2012   <http://www.dreamdawn.com/sh/post_view.php?index=1715>.       23     The  word  ‘horror’  derives  from  the  Latin  ‘horrere‘  (to  stand  on  end)  –  as   hair  standing  on  end  or  to  bristle  -­‐  and  the  old  French  ‘orror’  –  to  bristle   or  to  shudder.  And  though  it  need  not  be  the  case  that  our  hair  must   literally  stand  on  end  when  we  are  art-­‐horrified,  it  is  important  to  stress   that  the  original  conception  of  the  word  connected  it  with  an  abnormal   (from  the  subject’s  point  of  view)  physiological  state  of  felt  agitation. 29       In  other  words,  per  Carroll’s  definition,  the  sense  of  horror  that  Nevermind  sought  to   achieve  is  one  that  causes  the  player  to  “be  on  edge”  and  physically  feel  a  sense  of   dread  or  aversion  to  certain  moments  or  areas  within  the  gamespace.       Digging  into  it  further,  “horror”  is  actually  technically  not  the  correct  term  for  what   Nevermind  seeks  to  create.  Rather,  it  would  be  more  accurate  to  say  that  Nevermind   is  a  “terror”  game.  As  described  in  his  book  “The  Gothic  Flame,”  Devendra  Varma   clarifies  that  “the  difference  between  Terror  and  Horror  is  the  difference  between   awful   apprehension   and   sickening   realization:   between   the   smell   of   death   and   stumbling  against  a  corpse 30 .”  Per  Varma,  terror  is  anticipation  of  something  awful   whereas  horror  is  the  cathartic  moment  of  encountering  the  awful.       Nevermind  rarely  shows  the  player  any  explicit  gruesome  details  of  the  events  that   happened  around  the  trauma.  Rather,  such  events  are  merely  hinted  at  and  alluded                                                                                                                   29  Noël  Carroll,  The  Philosophy  of  Horror  or  Paradoxes  of  the  Heart  (New  York:   Routledge,  1990)  24.     30  Devendra  P.  Varma,  The  Gothic  Flame:  Being  a  History  of  Gothic  Novel  in  England:   Its  Origins,  Efflorescence,  Disintegration,  and  Residuary  Influences  (Metuchen:   Scarecrow,  1987)  130.       24   to  so  that  the  player  may  develop  this  sense  of  “terror”  as  he  comes  to  his  own   realization  of  what  he  believes  happened  to  the  patient.       To  use  another  quote,  Stephen  King  further  defines  the  concept  in  stating,  “terror  –   what  Hunter  Thompson  calls  “fear  and  loathing”  –  often  arises  from  a  pervasive   sense  of  disestablishment  that  things  are  in  the  unmaking.”   31     The  terror   in   Nevermind   serves   two   purposes:  to  elicit  a  pyscho-­‐physiological   response  in  the  player  that  simulates  how  he  may  react  in  “the  real  world”  when   encountering   an   anxiety-­‐inducing   situation   and,to   subtly   communicate   the   grim   narrative  of  the  patient’s  trauma.  If  the  traumatic  event  were  shown  more  explicitly,   through  a  cut-­‐scene  cinematic,  for  example  (bringing  it  more  into  the  “horrific”   realm)  then  the  mystery-­‐solving  aspect  of  the  gameplay  would  be  compromised.   Rather,  Nevermind  subtly  reveals  through  the  warped  lens  of  the  patient’s  memory   the  devolution,  the  disestablishment,  the  “unmaking”  of  the  patient’s  once  “normal”   world  into  the  trauma-­‐induced  chaos  that  has  become  her  sub-­‐consciousness.       King  goes  on  to  say  that,  “If  that  sense  of  unmaking  is  sudden  and  seems  personal  –   if  it  hits  you  around  the  heart-­‐  then  it  lodges  in  the  memory  as  a  complete  set.” 32                                                                                                                   31    Stephen  King,  Stephen  King’s  Danse  Macabre  (New  York:  Everest  House,  1981)   Location  677     32    King  Location  678     25   Allowing   the   player   to   engage   his   imagination   alongside   the  unraveling  of  the   narrative  builds  anticipation  and  creates  a  more  potent  sense  of  involvement.  As  a   result,  this  process  may  also  possibly  generate  even  greater  physiological  responses   in   the   player,   ultimately   creating   a   much   more   emotionally   powerful   gameplay   experience.       Nuances  of  “terror”  versus  “horror”  aside,  within  the  game  industry,  any  game  that   seeks  to  evoke  a  sense  of  fear  through  the  use  of  surreal  or  extreme  circumstances,   is   generally   classified   as   a   “horror   game”   or   a   variation   thereof   (e.g.  “survival   horror”   or   “psychological   horror”).   As   such,   throughout   this   paper,   the   term   “horror”  will  be  used  to  discuss  Nevermind’s  approach  to  provoking  a  physiological   sense  of  agitation  based  on  the  anticipation,  dread  and  anxiety  surrounding  what  is   to  come.       Designing  Horror   The  design  guidelines  above  required  us  to  take  a  new  and  different  approach  to   designing  a  horror  game,  diverging  from  many  of  the  standard  practices  that  gamers   have  come  to  expect  from  titles  within  this  genre.       Horror  games  have  long  been  a  staple  of  the  gaming  community.  In  “Match  Made  in   Hell:  The  Inevitable  Success  of  the  Horror  Genre  in  Video  Games,”  Richard  Rouse  III     26   states,  “Games  have  inhabited  the  horror  genre  for  almost  as  long  as  they’ve  been  in   existence.” 33    However,  both  my  observation  and  anecdotal  accounts  have  led  me  to   believe  that  many  of  them  can  only  be  fully  enjoyed  by  players  with  a  high  level  of   mechanical  skill.  For  example,  many  horror  games  rely  on  awkward  or  confusing   control   schemes,  hindering  the  player-­‐character’s   movement   and   the   ability   to   properly  orient  the  camera  (the  player’s  viewport)  to  clearly  identify  threats.  For   example,   Silent   Hill   2 34  employs   a   control   scheme   that   is,   in   my   experience,   unresponsive  and  clunky  at  best.  As  I  understand  it,  this  technique,  while  sometimes   frustrating,   is   often  intentionally   used   to   effectively  heighten  the  sense  of   vulnerability  and  intensify  the  horrific  experience.       Additionally,   many   horror   games   –   especially   survival   horror   games   –  rely  on   inundating  the  player  with  gruesome  and  resilient  enemies  that  the  player  is  ill   equipped  to  defeat.  In  the  Resident  Evil  series,  the  player  is  sparingly  granted  limited   ammunition  to  take  on  zombies  and  monstrous  foes  that  are  coming  at  him  around   every  corner,  often  demanding  the  player  to  try  and  desperately  evade  combat   rather  than  engage  in  it.    These  encounters  are  compounded  by  the  fact  that  the   penalty  of  failure  is  generally  quite  severe  (usually  death,  which  effectively  leads  to                                                                                                                   33  Richard  Rouse  III,  “Match  Made  in  Hell:  The  Inevitable  Success  of  the  Horror   Genre  in  Video  Games,"  Horror  Video  Games:  Essays  on  the  Fusion  of  Fear  and  Play,   ed.  Bernard  Perron  (Jefferson:  McFarland)  15,  Location  218.     34  MAT  (45644),  “Silent  Hill  2,”  Moby  Games  01  Apr.  2012   <http://www.mobygames.com/game/ps2/silent-­‐hill-­‐2/credits>.     27   loss  of  prior  progress).  This  punishing  style  of  game  design  very  clearly  raises  the   stakes  (and  anxiety  levels)  for  the  player  across  the  board.  Even  when  the  player  is   not  in  combat,s  the  threat  of  another  intense  encounter  potentially  lurks  around   every  corner.       While   some   may   argue   that  there  is  nothing  wrong  with   the   aforementioned   approach  to  horror  game  design 35 ,  as  it  increases  the  player’s  engagement  with  the   experience 36 ,  I  believe  that,  as  a  byproduct,  it  also  inherently  creates  a  learning   curve   that   can   be  prohibitively   steep.   The   high   level   of   difficulty,  intentionally   frustrating  mechanics,  and  inability  (or  unwillingness)  to  invest  the  time  or  energy   to  overcome  the  learning  curve  often  prevents  these  non,  casual,  or  even  “average”   players  from  progressing  deeply  into  the  game  and  taking  full  advantage  of  all  that  it   has   to   offer.   Since  a  priority   of   Nevermind  was   to   create   a   widely   engaging,   accessible  experience,  we  chose  to  implement  a  simple  control  scheme  and  logical,   familiar   camera   system   to   intentionally   avoid   the   steep   learning   curve   that   is   common  to  the  genre.                                                                                                                       35  Chris  Pruett,  "Ingredients  of  Horror:  Two-­‐Factor  and  Horror  Game  Design,"  Chris’   SURVIVAL  HORROR  Quest  02  Jan.  2011,  01  Apr.  2012   <http://www.dreamdawn.com/sh/post_view.php?index=7979>.     36  Chris  Pruett,  "Pressed  by  the  Dark:  Building  Emotions  with  High-­‐stakes  Play,"   Game  Developer  Magazine  Feb.  2011:  33-­‐38     28   It  is  important  to  note  that  employing  the  more  traditional  techniques  discussed   above  may  have  made  the  game  even  scarier  and  more  stressful.  However,  doing  so   could  have  also  led  to  the  player’s  stress  originating  more  from  his  frustration  with   the  mechanics  of  the  game  itself  rather  than  his  own  internal  sense  of  building  dread   in  response  to  his  investment  in  the  narrative  and  atmosphere.  Furthermore,  it  was   important  that,  in  Nevermind,  the  difficulty  of  the  experience  would  be  entirely   dependent  on  the  user  and  his  ability  to  recover  after  moments  of  fear  rather  than   “twitch”  reflexes  common  to  other  games.  This  is  discussed  in  more  detail  in  the   “Biofeedback  and  Gameplay  Philosophy”  section  of  this  paper.       While  it  was  anticipated  that  some  players  would  have  higher  or  lower  levels  of   tolerance  to  Nevermind’s  approach  to  horror,  the  goal  was  that  most  should  be  able   to  participate  in  and  enjoy  the  experience.  We  wanted  the  only  barrier  of  entry  to  be   the  player’s  willingness  to  proceed  into  darkness  and  practice  fortifying  himself   accordingly  and,  in  so  doing,  ultimately  investing  in  the  development  of  a  new   gameplay  “muscle”  that  could,  in  turn,  be  of  use  in  the  real  world.       Environmental  Antagonists   Although  we  felt  we  needed  an  antagonizing  force  in  the  game  to  keep  it  compelling,   early   in   Nevermind’s   design   a   very   conscious   decision   was   made   to   avoid   introducing  traditional  enemies  often  found  in  video  games  (e.g.  zombies,  monsters,   enemy  soldiers,  etc).  As  discussed  earlier,  we  wanted  to  make  sure  the  game  would     29   be  accessible  to  a  wide  variety  of  players.  In  my  experience  as  a  game  designer,  I   have   observed   that   as   soon   as  one  introduces   enemies   that   are   attacking   and   chasing  after  the  player,  it  becomes  very  easy  for  the  game  to  feel  too  intimidating   or  difficult  for  casual  or  non-­‐gamers.  My  initial  concern  was  that,  should  these   experiences   in   the   game   appear   too   overwhelming,   players   might  not  feel   comfortable  approaching  the  experience  in  the  first  place.       We  also  wanted  to  be  cautious  about  potentially  “de-­‐sensitizing”  players  in  real  life   to  events  or  scenarios  in  which  acting  upon  fear  and  stress  is  a  perfectly  appropriate   reaction.  For  example,  if  a  knife-­‐wielding  thug  were  chasing  after  the  player  in  real   life,  we  wouldn’t  want  his  first  reaction  to  be  to  mellow  out,  we’d  want  it  to  be  to   fight  or  take  flight!  In  those  scenarios,  stress  and  adrenaline  is  vital  to  survival. 37   This  is  yet  another  reason  why  we  chose  to  focus  more  on  “terror”  –  simulating   anxiety-­‐inducing  situations  in  which  peace  of  mind  is  more  valuable  than  panic   instead  of  traditional  horror,    where  panic  may  be  the  most  appropriate  response.       As   a   result,   we   turned   to   the   environment   to   provide   our   antagonizing   force,   wherein  the  world  around  the  player  becomes  progressively  more  intimidating  the   more  their  stress  levels  rise.  Focusing  on  the  environment  made  a  lot  of  sense  to  us   because  it  is  ultimately  more  familiar  and  conceptually  evocative  of  those  seemingly                                                                                                                   37  Julia  Layton,  “How  Fear  Works,”  HowStuffWorks,  01  Apr.  2012   <http://science.howstuffworks.com/environmental/life/human-­‐ biology/fear2.htm>.     30   mundane  stressful  scenarios  that  we  encounter  all  the  time.  As  noted  earlier,  when   you  are  running  late  and  can’t  find  your  car  keys,  doesn’t  the  room  start  to  feel  a   little  messier,  and  the  more  stressed  you  get,  the  more  chaotic  it  seems  to  become?   Later,  when  you  have  calmed  down  and  aren’t  looking  for  them  anymore,  somehow   the   keys   turn   out   to   be   in   the   most   obvious   spot   possible.  Drawing  upon  the   affordances  of  the  environment  helped  us  capture  that  very  feeling.     Furthermore,   staying   true   to   our   interpretation   of   PTSD  and  the  subconscious   landscapes  of  those  suffering  from  the  condition,  we  opted  to  slowly  build  up  a   sense  of  dread  and  unease  with  accents  of  the  unexpected  –  rather  than  inundate   the   player   with   expected   and   defeat-­‐able   adversaries.   While   this   intuitive,   environment-­‐based   approach   to   horror   fit   our   overall   goals   for   the   experience,   approaching  it  in  a  way  that  actually  induced  a  sense  of  fear  and  dread  became  quite   a  challenge.  Without  enemies  or  any  real  consequence  in  the  game,  we  had  to  rely   entirely  on  the  atmosphere  and  narrative  to  instill  a  sense  of  terror  in  the  player.     This  is  where  the  aesthetics  of  the  game  became  essential.       Aesthetic  Philosophy   Given  the  challenges  and  goals  discussed  in  the  sections  above,  it  was  clear  to  us   early  on  that  the  overall  effectiveness  of  the  game  would  be  entirely  dependent  on   the  aesthetics  of  the  environment.  These  navigational  spaces  not  only  convey  the     31   embedded  narrative  of  the  world,  but  also  play  a  vital  role  in  both  creating  the   horrific  experiences  necessary  to  prompt  a  response  on  the  part  of  the  player  while   also  providing  a  means  to  reflect  an  increase  in  stress  levels  via  changes  within  the   environment.       Drawing  upon  influences  from  art  history,  Nevermind  leveraged  conceptual  themes   found  in  the  Surrealism  movement,  Cubist  movement,  and  others  to  create  a  rich   world   capable   of   evoking   a   psycho-­‐physiological   response   within   users   in   the   absence  of  an  active,  aggressive  threat.       Figure  5  -­‐  Example  of  Cubist  and  Surrealist  Influences     32   As  the  creative  director  of  the  project,  I  knew  from  the  very  inception  of  Nevermind   that  it  would  be  necessary  for  me  to  draw  upon  my  background  as  both  a  visual   artist  and  my  experience  as  a  game  designer  to  fashion  a  cohesive  vision  for  the   experience  as  a  whole.    Having  been  an  illustrator  and  concept  artist  for  many  years   before  transitioning  to  game  design,  I  was  already  equipped  with  an  understanding   of  how  to  communicate  ideas  and  express  emotions  visually.  Given  our  goal  to   convey  the  narrative  of  the  trauma  almost  exclusively  though  embedded  narrative   and,  in  turn,  elicit  physical  reactions  from  the  player,  leveraging  these  skills  would   be  of  the  utmost  importance.  It  should  be  noted  that,  although  we  had  very  specific   reasons  for  choosing  the  dark,  surreal  aesthetic  that  we  did,  much  of  the  overall   visual  tone  was  also  influenced  by  my  own  natural  tendencies  as  an  artist  to  explore   intriguing  yet  disturbing  characters  and  landscapes.       Figure  6  –  Example  of  Prior  Work,  Numberster  Series:  2       33     Figure  7  –  Example  of  Prior  Work,  Ursusmanus     Figure  8  –  Example  of  Prior  Work,  The  Unstarblik  Series:  Maiden       34     Figure  9  –  Example  of  Prior  Work,  The  Creation  Series:  The  Creation  4     As  discussed  further  in  the  “Game  Design”  section  found  later  in  this  paper,  an   unexpected  by-­‐product   of   the  use  of  puzzles  in   Nevermind  was  a  potential   compromise  of  the  game’s  ability  to  immerse  the  player.  Each  of  these  challenges   ended  up  placing  an  additional  burden  on  the  aesthetics.    Scenarios  had  to  be   disturbing/unpleasant  enough  to  elicit  an  emotional  response  from  the  player,  but   not  so  “over  the  top”  that  they  obfuscate  the  narrative  message.  Similarly,  all  puzzles   needed   to   have   strong   ties   to   narrative   themes   and/or   directly   encourage   interaction  with  the  more  disturbing  elements  of  the  world  to  keep  them  from   becoming  too  detached  from  the  atmosphere  of  the  play  experience.       35     Figure  10  –  The  Nevermind  "  Garage"  depicting  the  disturbing  nature  of  the  aesthetics       Aural  Landscape   While  the  visual  presentation  of  the  game  was  critically  important  to  properly  evoke   emotion  and  communicate  our  narrative,  we  felt  that  the  aural  landscape  equally  as   important.         From   our   own   personal   experience,   we   were   aware   of  the  power  that   atmospherically   appropriate   music   and   evocative   sound   effects   could   have   in   amplifying  an  emotional  effect.  However,  we  were  concerned  that  a  traditional  game   soundtrack   (e.g.   a   looping   theme   that   changes  only,  and  often  abruptly,   when   players  moved  to  a  new  key  location)  might  break  the  immersion  of  the  experience   as  a  whole.  Given  this  concern,  we  decided  to  invest  in  developing  an  audio  system   in  which  any  location-­‐based  music  transitions  would  occur  seamlessly  –  as  if  it  were     36   an  intentional  transition  that  one  might  find  in  a  film  soundtrack.  In  addition  to   seamlessly  transitioning  from  location  to  location,  we  also  added  functionality  that   would  allow  music  to  seamlessly  transition  from  stress-­‐state  to  stress-­‐state.  In  other   words,  if  the  game  detects  that  the  player  may  be  getting  stressed,  a  more  “intense”   music  track  will  begin  to  play  –  acknowledging  the  player’s  increase  in  anxiety.       By  virtue  of  a  complex  system  developed  by  the  team  within  the  Unity  game  engine   and  audio  tracks  that  were  carefully  composed  and  segmented  by  the  composers,   we  were  able  to  create  an  auditory  experience  that  is  customized  to  the  player’s   unique  experience  that  nonetheless  sounds  pre-­‐scripted  and  intentional  throughout.   While  this  system  was  implemented  relatively  late  in  development  and  has  yet  to   undergo  extensive  testing,  we  feel  confident  that  this  dynamic  soundtrack  will  prove   extremely   valuable   in   keeping   the   player   immersed   in   the   experience   while   accentuating  both  the  quiet  and  intense  in-­‐game  moments  respectively.  Beyond   complimenting  the  visuals  to  help  ensure  emotional  engagement,  the  audio  also   played  another  essential  role  in  Nevermind  that  was  key  to  tying  the  interaction   experience,  visuals,  and  storytelling  together  –  the  aural  narrative.       Although  still  in  development,  we  will  be  using  the  aural  narrative  to  communicate   the   nuances   of   the   world   within   the   patient’s   subconscious   via   “conversations”   between   key   characters  dredged  up   from   the   patient’s   memories   that   can  be   partially   heard   through   the   walls   of   specific   rooms.   These   conversations   are     37   intended  to  subtly  define  the  narrative  in  each  location  while  making  the  world  as  a   whole  feel  richer  and  more  robust.  Additionally,  while  these  voices  can  be  heard   through  the  walls,  if  the  player  enters  into  the  room  from  which  they  came,  the   voices   will  cease  until  the  player   leaves.   We   think  that  this   approach   will   also   emphasize   the   memory-­‐like   state   of   the   subconscious   realm   within   the   game:   although  the  evidence  of  an  event  remains,  the  source  and  causality  is  still  fuzzy.       Symbolism  in  the  Narrative   As  Nevermind  is  all  about  players  uncovering  the  mystery  of  the  patient’s  trauma,   every   detail   within   the   environment   needed   to   be   narratively   and   symbolically   significant.  The  primary  level  developed  to  date,  “Spilled  Milk,”  was  built  around  the   trauma  of  a  little  girl  witnessing  her  own  father’s  suicide.  As  such,  there  was  a  core   concept  of  taking  spaces  that  seem  safe,  domestic,  and  familiar  and  transforming   them  into  places  of  fear,  guilt,  and  secrets.  For  more  details  on  the  narrative  of  the   level,  please  see  “Appendix  C”  later  in  this  paper.     In   this   level,   the   narrative   themes   were  expressed   in   subtle   but   symbolically   powerful  ways.  For  example,  the  motif  of  milk  being  interchanged  with  blood  (and   vice  versa)  is  often  used  as  a  metaphor  for  the  guilt  and  shame  that  the  patient  felt   for  her  father’s  death  combined  with  the  gruesome  event  she  witnessed  that  day.   The  theme  of  eye  contact  manifests  via  the  faces  of  objects  throughout  the  level  that     38   will   either   constantly   stare   at   the   player   or   persistently   twist   away   in   disgust.   Twisted   visages   of   car   wreckages   and   distortions   of   her   mother   symbolize  her   warped  impression  of  the  lie  that  her  father  died  in  a  car  accident.  Jigsaw  puzzle   pieces  serve  as  a  touchstone  to  the  close,  playful  relationship  the  girl  had  with  her   father  prior  to  his  death  –  in  addition  to  reflecting  the  fragmentation  of  the  memory   that  occurred  afterwards.         Figure  11  –  The  Nevermind  "Kitchen"  area  showing  milk  being  interchanged  with  blood       As  Stephen  King  describes  in   Danse  Macabre,  “A  good  horror  story  is  one  that   functions  on  a  symbolic  level,  using  fictional  (and  sometimes  supernatural)  events   to  help  us  understand  our  own  deepest  real  fears.” 38    On  one  level,  this  symbolism   serves  to  create  subtle  hints  that  the  player  will  need  to  solve  the  macro  and  micro                                                                                                                   38    King  Location  134     39   puzzles   within   the   world.   On   another,   larger   level,   though,   the   symbolism   is   intended  to  create  an  extra  layer  of  narrative  engagement  that  grips  the  player   emotionally  and,  in  some  of  the  more  grim  areas,  physically.       Game  Design   I  choose  to  place  the  Game  Design  section  at  the  end  of  the  “Project  Overview”   discussion  because  that  reflects  the  conception  timelines  of  how  we  approached  the   game   design   of   Nevermind.   Examining   all   of   the   goals   described   above,   we   understood  that  there  would  be  many  “moving  pieces”  throughout  the  project’s   development  –  several  of  which  would  be  complete  unknowns  (e.g.  how  the  sensor   would  actually  work  within  the  game)  until  later  in  the  process.  As  such,  a  conscious   decision  was  made  to  allow  the  goals  to  guide  the  direction  of  the  design.  While  I   generally  feel  that  the  design  of  the  experience  should  be  the  driving  force  behind   the  game,  for  this  project  it  made  much  more  sense  for  game  design  to  serve  as  the   glue  to  help  fit  each  piece  together.       This  intuition-­‐driven  approach  to  game  design  ended  up  being  a  wise  decision,  as   there  are  several  examples  wherein  various  aspects  of  the  game  ended  up  directly   informing  us  what  the  design  would  be.  For  example,  the  choice  for  Nevermind  to  be   played  from  a  first  person  perspective  came  from  the  desire  to  create  an  immersive   experience  that  enhanced  the  player’s  moment-­‐to-­‐moment  sense  of.  This  enabled   the  use  of  environmental  antagonists  and  puzzles  to  create  an  experience  that  could     40   be  readily  approached  by  seasoned  and  novice  gamers  alike  while  maintaining  a   sense  of  challenge  and  tension  throughout  the  experience.    However,  this  approach   to  the  game  design  did  present  some  inherent  issues  that  are  still  in  the  process  of   being  resolved.       One  challenge  that  we  continue  to  run  into  is  the  juxtaposition  of  the  game  design   goal  to  maintain  a  perfect  balance  between  challenge  and  comfort  for  the  player   (later  defined  as  flow  state)  and  the  therapeutic  principle  of  pushing  the  player   outside  of  his  comfort  zone  in  order  to  become  stronger  (later  defined  as  affect   tolerance  boundary).  These  two  goals,  in  many  ways,  are  completely  antithetical  to   each  other.  For  some  time,  this  conflict  created  an  underlying  tension  in  game   design  that  seemed  almost  impossible  to  resolve.  If  we  went  too  far  in  the  direction   of  placating  the  player,  we  risked  failing  in  our  goal  to  create  a  game  that  was   sufficiently  intense  to  test  the  player’s  boundaries  and  genuinely  help  them  in  doing   so.  If  we  went  too  far  in  provoking  the  player,  then  we  risked  either  boring  or  overly   frustrating  him  and  potentially  prompting  him  to  quit  the  experience  altogether.   Some  skeptics  of  Nevermind’s  overall  concept  remarked,  “why  would  you  want  to   create  a  game  that  rewards  players  for  being  bored  and  actively  seeks  to  frustrate   them  further  when  they  become  flustered?”  While  this  question  oversimplifies  the   underlying  mechanics  of  the  game,  it  encapsulates  the  crux  of  the  dilemma.         41   We  attempted  to  address  this  by  striking  a  balance  between  the  two  approaches.  To   simulate   the   self-­‐perpetuating   “slippery   slope”   sensation   of   stress   building   into   panic,  we  opted  to  make  the  game  get  harder  as  the  player  becomes  more  stressed.   To  counteract  this  scenario  the  player  is  encouraged  to  train  himself  to  calm  down,   automatically  returning  the  game  world  to  a  less  stress-­‐inducing  state.  Ultimately,  if   the  player’s  stress  levels  get  too  high,  he  is  temporarily  taken  out  of  the  experience   and  returned  to  the  Clinic  area  where  he  can  regroup  and  enjoy  a  more  peaceful   setting.  Once  the  player  has  gathered  himself,  he  can  opt  to  return  to  the  game  with   the  benefit  of  being  in  a  calmer  and  more  prepared  state  of  mind.       If  the  player  is  able  to  stay  fully  in-­‐control  of  his  stress  levels  for  the  majority  of  the   game,  he  may  have  a  less  intense  experience.  However,  we  expect  that  he  would  still   remain  engaged  and  entertained  by  the  narrative  and  puzzle  solving  aspects  of  the   Nevermind.  While  informal  playtests  seem  to  suggest  that  we  were  largely  successful   in   accomplishing   this   balance,   we   observed   scenarios   in   which   players   became   discouraged   by   the   challenging   nature   of   the   stress  response   system.   We   will   continue  to  test  and  tune  the  experience  in  pursuit  of  testing  player’s  boundaries   while  avoiding  disrupting  the  pleasure  of  his  experience.       Another  design  challenge  we  faced  throughout  development  was  the  balancing  of   the  immersive  qualities  of  the  experience  with  the  cognitive  challenges  posed  to  the   players   via   the   puzzles.   For   example,   some  players  would  report  being   deeply     42   engrossed  in  the  world  of  the  game,  absorbing  the  clues  and  narrative,  but  then  find   themselves  “snapped  out”  of  the  experience  by  having  to  stop  and  think  about  a   challenging  puzzle.  This  risk  of  distraction  concerned  us  from  a  design  standpoint,   as  we  felt  that  any  break  in  the  immersion  could  impact  the  effectiveness  of  the   game’s   ability   to   connect   to   the   player   on   a   level   necessary   to  evoke  a   psychophysiological  reaction.  On  the  other  hand,  some  play-­‐testers  felt  that  this   break  in  immersion  was  actually  vital,  reporting  that  it  “cleansed  the  experiential   palate”  and  prevented  the  player  from  becoming  de-­‐sensitized.  Nonetheless,  we  felt   that  Nevermind  could  not  afford  having  even  only  a  few  of  its  players’  sense  of   immersion  compromised  and,  as  such,  endeavored  to  resolve  it.       Although  the  problem  was  simple  enough  to  identify,  the  solution  was  not.  One   option,  simply  removing  the  puzzles  that  created  a  cognitive  obstacle,  would  cause   the  game  to  become  significantly  less  engaging  –  ultimately  feeling  more  like  a   virtual  simulation  than  a  traditional  game  experience.  As  we  had  already  avoiding   including  physical  challenges  in  the  game  (e.g.  traditional  game  enemies  requiring   twitch  reflexes  and  mechanics),  we  were  concerned  that  also  eliminating  mental   challenges  (such  as  the  puzzles)  would  remove  conflicts,  goals,  and  resolutions  for   the  player  to  pursue.  Furthermore,  we  felt  that  a  game  lacking  in  challenges  would   be  highly  unsatisfying  for  players  –  significantly  reducing  the  likelihood  of  them   spending  enough  time  with  the  game  for  it  to  have  any  potentially  positive  impact.         43   We  resolved  to  keep  the  puzzles  in  place  and  instead  iterated  on  their  execution  and   abstraction  in  the  world  to  ensure  that  they  were  as  narratively  relevant  and  non-­‐ obtuse  as  possible.  Our  theory  in  doing  so  was  that  by  reducing  the  amount  of  time   required   to   think   about   each   puzzle,   the   player   would  be  less   at   risk   of   being   mentally  taken  out  of  the  game.  Furthermore,  by  ensuring  the  puzzles  felt  like  an   integral   part   of   the   world,   perhaps   the   player   wouldn’t  have   his   immersion   compromised  at  all.  Some  puzzles  were  more  effective  in  accomplishing  this  than   others.  For  example,  we  observed  in  playtests  that  the  safe  puzzle  in  the  Bedroom   seemed  to  be  more  effective  in  keeping  players  within  the  world  than  the  jigsaw   puzzle  in  the  Living  Room  (for  more  on  these  puzzles,  please  see  “Appendix  B”).   More  refinement  of  the  existing  puzzles  and  experimentation  with  new  puzzles  will   continue  to  be  done  in  order  to  further  explore  how  to  effectively  to  balance   cognitive  challenge  with  immersion  in  the  world  of  the  game.       Gameplay  Implementation  Process   While  the  basic  gameplay  mechanics  of  Nevermind  are  by  no  means  unique  in  and  of   themselves,  the  ultimate  challenge  was  to  integrate  these  mechanics  in  a  fashion   that  supports  our  goal  of  training  users  to  identify  and  manage  their  stress  levels.   This   made   for   a   development   process   that   was   inherently   different   from   the   traditional  development  cycle  for  most  games.         44   When  starting  development,  we  understood  that  the  game  had  to  be  fun,  receptive   to  the  biofeedback  sensor,  communicate  the  narrative,  and  universally  accessible.  As   it   was   initially   unclear   exactly   how   (or   even   if)   all   these   goals   could   be   accomplished,  the  team  developed  the  game  feature-­‐by-­‐feature.  We  started  with  the   overall  navigation  mechanics,  layout  of  the  level,  and  broad  strokes  of  the  puzzles,   then  we  began  digging  into  the  subtle  nuances  to  ensure  the  game  felt  sufficiently   rich  and  textured.  Fortunately,  as  the  overall  structure  of  the  game  itself  was  fairly   straightforward,  the  engineers  on  the  team  had  enough  flexibility  and  bandwidth  to   experiment  and  invest  in  making  sure  our  key  feature  –  biofeedback  integration  –   was  implemented  properly.  Once  the  game  was  far  enough  along  to  communicate   the  core  concepts,  it  was  playtested  and  iterated  upon  regularly  to  verify  that  all  of   our  goals  were  being  met  and  to  identify  areas  that  needed  further  development.   More  about  information  on  our  playtesting  sessions  can  be  found  in  both  the     “Usability”  section  and  “Appendix  D.”   45     Chapter  Five:  Biofeedback     State  of  the  Art  in  Biofeedback   As   evidenced   by   popular   media,   blending   biofeedback   and   games   (or   virtual   interactivity)  appears  to  be  something  that  mainstream  culture  has  both  fantasized   about  and  feared  for  at  least  the  past  couple  of  decades.  In  the  1999  film  eXistenZ 39 ,   players  connect  to  games  through  a  “bioport,”  an  orifice  that  is  created  in  one’s  back   specifically  for  gaming  purposes.  Similarly,  films  like  The  Matrix 40  and  The  Cell 41  also   discuss  the  implication  of  being  physically  connected  to  a  virtual  reality  system  that   responds  to  the  participant’s  physical  state.                                                                                                                       39  eXistenZ,  dir.  David  Cronenberg,  perf.  Jennifer  Jason  Leigh  and  Jude  Law,  DVD,   Alliance  Atlantis,  1999.       40  The  Matrix.  dir.  Andy  Wachowski  and  Larry  Wachowski,  perf.  Keanu  Reeves,   Laurence  Fishburne,  Carrie-­‐Anne  Moss,  Hugo  Weaving,  and  Joe  Pantoliano,  DVD,   Warner  Bros.  Pictures,  1999,  DVD.     41  The  Cell,  dir.  Tarsem  Singh,  perf.  Jennifer  Lopez,  Vince  Vaughn,  Vincent  D'Onofrio,   DVD,  New  Line  Cinema,  2005.     46     Figure  12  –  Image  from  the  film  The  Cell 42     Although  these  films  propose  a  not-­‐so-­‐distant  future  in  which  virtual  systems  are   capable  of  adjusting  to  every  nuance  of  a  player’s  internal  state,  it  appears  that  the   current  state  of  innovation  suggests  that  we  are  still  far  away  from  this  reality.  In   March  2010,  NPR  published  an  article  regarding  new  “mind  reading”  technology  in   development  that  would  allow  them  to  determine  which  of  three  short  films  people   were  thinking  about.  However,  the  article  quotes  Eleanor  A.  Maguire,  one  of  the   authors  of  the  study  as  saying,  “This  is  a  major  step  forward…  but  it  falls  short  of   what  most  people  would  call  mind  reading.”  Maguire  goes  on  to  say,  “We  can’t  put                                                                                                                   42    Scene  from  “The  Cell,”  Sulekha.com,  Digital  Image,  1  Apr.  2012,   <http://mimg.sulekha.com/english/the-­‐cell/stills/cell7.jpg>.     47   somebody   in   a   brain   scanner   and   immediately   know   what   thoughts   they   are   having.” 43     While   significant   work   is   being   done   in   a   variety   of   industries   surrounding   psychological  metrics  as  a  tool  to  inform  interactive  experiences,  the  majority  of   research  I  have  seen  is  currently  taking  place  in  the  realm  of  medical  research   rather  than  in  games  and  entertainment.  Ultimately,  this  seems  to  suggest  that  it  will   still  be  some  time  before  the  day  eXistenZ  pods  can  be  found  on  the  shelves  at   GameStop.     Regardless,   several   mainstream   game   developers   and   publishers,   such   as   Valve   Software, 44  have  integrated  biofeedback  sensors  into  some  of  their  existing  products   and  synched  that  data  with  gameplay  behavior  during  play  sessions.  Unfortunately,   this  technology  has  been  primarily  used  as  a  feedback  tool  during  development  to   gather  player  biophysical  metrics  as  part  of  usability  testing.  It  is  implemented  for   research  purposes  only  and  thus  is  not  available  to,  or  intended  for,  the  end  user.                                                                                                                       43  Jon  Hamilton,  "Computers  One  Step  Closer  To  Reading  Your  Mind,"  NPR,  11  Mar.   2010,  01  Apr.  2012   <http://www.npr.org/templates/story/story.php?storyId=124581153>.     44  Mike  Ambinder,  "Biofeedback  in  Gameplay:  How  Valve  Measures  Physiology  to   Enhance  Gaming  Experience,"  Valve  Software,  1  Apr.  2012   <http://www.valvesoftware.com/publications/2011/ValveBiofeedback-­‐ Ambinder.pdf>.       48   There  are  some  examples  of  companies  who  have  developed  biofeedback-­‐based   games  and  experiences  that  were  made  available  to  the  consumer  market  –  most   notably  the  brain-­‐wave  headset  manufacturer  Neurosky 45  and  Wild  Divine 46 .    The   Neurosky  games  and  apps  that  are  currently  available  are  made  to  be  played  using   Neurosky  headsets.  Many  of  the  applications  available  are  mental  training  programs   such  as,  “Speedmath,” 47  “HD  Mynd  Meditation:  Light  Evolution,” 48  or  “Meditation   Journal.” 49  While  some  of  the  apps  are  more  game-­‐like,  such  as  “The  Hare  and  the   Tortoise,” 50  “Wizard   Balls,” 51  or   “Paranormal   Mynd:   Exorcism,” 52  in   my   opinion,   most   of   the   applications   seem   to   lack   the   robustness   of   what   is   expected   in   a   traditional  fleshed-­‐out  gameplay  experience.  More  often  than  not,  they  seemed  to  be                                                                                                                   45  “NeuroSky  –  Brainwave  Sensors  for  Everybody,”  NeuroSky,  01  Apr.  2012   <http://www.neurosky.com>.     46  “WildDivine,”  WildDivine,  01  Apr.  2012  <http://www.wilddivine.com>.       47  “SpeedMath,”  NeuroSky,  01  Apr.  2012.   <http://store.neurosky.com/products/speedmath>.     48  “HD  Mynd  Meditation:  Light  Evolution,”  NeuroSky,  01  Apr.  2012.   <http://store.neurosky.com/products/hd-­‐mynd-­‐meditation-­‐light-­‐evolution>.     49  “Meditation  Journal,”  NeuroSky,  01  Apr.  2012.   <http://store.neurosky.com/products/meditation-­‐journal>.     50  “The  Hare  and  the  Tortoise,”  NeuroSky,  01  Apr.  2012.   <http://store.neurosky.com/products/the-­‐hare-­‐and-­‐the-­‐tortoise>.     51  “Wizard  Balls,”  NeuroSky,  01  Apr.  2012.   <http://store.neurosky.com/products/wizard-­‐balls>.     52  “Paranormal  Mynd:  Exorcism,”  NeuroSky,  01  Apr.  2012.   <http://store.neurosky.com/products/paranormal-­‐mynd-­‐exorcism>.       49   simply  short-­‐form  experiences  intended  to  primarily  show  off  the  technology  of  the   headset.       For  example,  “Journey  to  Wild  Divine,”  Wild  Divine’s  flagship  product,  is  described   as  follows  in  this  PC  Magazine  review:   The  goal  of  Journey  to  Wild  Divine  is  to  teach  you  how  to  control   your   body's   alertness   and   relaxation   levels.   Biofeedback   hardware  that  measures  your  heart  rate  and  skin  conductivity   (both   stress   indicators)   is   included   in   the   box   along   with   the   software.   As   you   wander   through   an   idyllic   landscape,   guides   introduce  you  to  meditative  exercises.  You  then  attempt  to  master   onscreen  activities  such  as  juggling  and  archery  by  consciously   becoming  calmer  or  more  alert.  Wild  Divine  is  innovative  and  fun,   and  even  better,  it's  very  effective. 53     While  the  reviewer’s  enthusiasm  is  encouraging  support  for  Nevermind’s  potential   efficacy,  “Journey  to  Wild  Divine”  falls  more  into  the  realm  of  self-­‐improvement  and   self-­‐help  programs  than  that  of  a  traditional  game.  The  experience  is  based  entirely   on  the  player  passively  manipulating  his  stress  levels  rather  than  engaging  with  “a   closed,  formal  system  that  engages  players  in  structured  conflict  and  resolves  its   uncertainty  in  an  unequal  outcome” 54  as  a  game  is  defined  in  “The  Game  Design   Workshop.”                                                                                                                       53  Carol  Mangis,  “Journey  to  Wild  Divine,”  PC  Magazine,  20  Apr.  2004,  01  Apr.  2012   <http://www.pcmag.com/article2/0,2817,1556141,00.asp>.     54  Tracy  Fullerton,  et  al.,  Game  Design  Workshop:  A  Playcentric  Approach  to   Creating  Innovative  Games  (Amsterdam  :  Elsevier  Morgan  Kaufmann,  2008)  43.  (my   formatting)     50   The  Wii  Vitality  Sensor  perhaps  came  the  closest  of  all  biosensor-­‐based  products  to   potentially  bridge  the  gap  between  games  and  biofeedback.  At  the  2009  Electronic   Entertainment  Expo,  Nintendo  released  a  press  statement  claiming,    “Nintendo’s   newest   groundbreaking   product,   the   Wii   Vitality  Sensor,  expands  the  appeal  of   video  games.  It  will  initially  sense  the  user’s  pulse  and  a  number  of  other  signals   being  transmitted  by  their  bodies,  and  will  then  provide  information  to  the  users   about  the  body’s  inner  world.” 55  Unfortunately,  since  this  press  release,  the  sensor   has  yet  to  be  released.  While  Nintendo  maintains  that  the  project  has  not  been   canceled  outright,  it  has  been  suggested  that  it  may  be  some  time  before  the  sensor   and  its  games  make  it  to  the  market. 56       While   biofeedback-­‐based   games   are   currently   scarce,   one   cannot   ignore   the   examples   above   alongside  the   seemingly   increasing  popularity  of  non-­‐game   biometric-­‐gathering   consumer   products   such   as   consumer   grade   heart-­‐rate   monitors,  pedometers,  glucometers,  and  even  mobile  apps  designed  to  approximate                                                                                                                   55  “ADDING  MULTIMEDIA  Nintendo  Introduces  New  Social  Entertainment   Experiences  at  E3  Expo  Nintendo  Unveils  New  Mario  and  Metroid  Games  and  Pulse-­‐ Sensing  Device;  Integrates  Photos  with  Facebook,”  Business  Wire,  2  June  2009,  01   Apr.  2012   <http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_ view&newsId=20090602005750&newsLang=en>.     56  JC  Fletcher,  “Iwata:  Vitality  Sensor  Delayed  until  It  Works  with  99%  of   Customers,"  Joystiq,  3  May  2011,  01  Apr.  2012   <http://www.joystiq.com/2011/05/03/iwata-­‐vitality-­‐sensor-­‐delayed-­‐until-­‐it-­‐ works-­‐with-­‐99-­‐of-­‐custom/>.       51   one’s  sleep  cycles.  These  all  seem  to  indicate  that  market  interest  and  science  are   aligning  to  encourage  more  innovation  and  development  in  the  area  –  both  in  the   game  industry  and  beyond.           Why  Biofeedback?   Before  we  dive  into  our  approach  to  biofeedback  in  context  of  the  game  itself,  we   should  discuss  our  decision  to  include  a  biofeedback  component  in  the  first  place.   After  all,  Nevermind  could  have  achieved  many  of  its  goals  by  simply  striving  to  be   an  accessible  horror  and/or  stress-­‐therapy  game  for  casual  audiences.       Reflecting  upon  the  evolution  of  how  players  interact  with  video  games,  I  strongly   believe   that   biofeedback   technology   is   the   next   step   for   player   interaction   in   interactive  entertainment.  The  earliest  games  started  as  experiences  that  could  be   controlled  via  a  very  simple  button  (maybe  two)  and  perhaps  a  knob  or  joystick.   Each  moment  of  interaction  was  a  result  of  a  highly  deliberate  choice  made  by  the   player  via  a  piece  of  external  hardware  connected  to  the  game  system.  The  trend   over  the  past  couple  of  years,  however,  reflects  an  evolution  from  discrete  button-­‐ based  control  schemes  to  more  generalized  gestural  inputs  –  essentially  the  ability   to  implicitly  use  one’s  body  or  less  explicit  motion  to  communicate  one’s  intention   to  the  game.           52   With  the  recent  advent  of  touch-­‐screen  and  motion-­‐sensor  based  game  systems,  the   player’s  desire  to  have  a  less  abstracted,  more  direct  connection  with  the  games   they   play   to   express   his   intentions   (and   even   skill   levels)   to   the   game   more   completely,  is  becoming  clear.  By  this  observation,  it  appears  as  though  biofeedback   enhanced  game  experiences  are  among  the  major  next  steps  in  gaming  evolution.     By  using  biofeedback  sensors,  the  game  is  able  to  not  only  listen  to  the  player’s   conscious  intentions,  but  also  to  listen  to  the  player’s  subconscious  feelings  and  raw   reactions.  This  possibility  adds  an  entirely  new  level  of  immersion  to  the  experience.     To   clarify,   I  don’t  feel  that  biofeedback  input  alone  will  replace  conventional   interfaces  entirely  (such  as  use  of  a  game  controller,  computer  keyboard,  or  gestural   inputs),  but  I  do  feel  that  it  is  only  a  matter  of  time  before  biofeedback-­‐enhanced   experiences   leveraging   both  sensors   and   conventional   interfaces   become   an   expected  feature  in  games.     Biofeedback  Gameplay  Philosophy  and  Execution   As  noted  earlier,  Nevermind  was  initially  conceived  as  an  accessible  horror  game   experience   that   could   add   positive   value   to   the   player   via   stress   management   “training.”  Encouraged  by  the  research  being  done  in  this  area,  we  felt  that  if  we   could  create  a  game  that  could  reach  a  wide  range  of  audiences,  we  would  ultimately     53   fashion  an  engaging  experience  that  could  uniquely  benefit  a  wide  assortment  of   individuals.         In  a  2009  paper  investigating  connections  between  video  games  and  stress,  the   authors  describe  the  potential  merits  of  video  games,  like  Nevermind,  that  seek  to   help  users  better  manage  their  stress  levels:       The   term   allostasis   relates   to   a   person’s   ability   to   adapt   to   adverse   stimuli   (McKewen,   1998).   Allostatic   load   is   con-­‐sidered   the   neurochemical,  hormonal  and  immunological  costs  of  adapting  to  stress   (Sternberg,  1997).  The  allostasis  model  consists  of  four  different  causes   of  allostatic  load  that  require  biological  responses.  1.  Frequent  exposure   to  stress  2.  Inability  to  habituate  to  repeated  challenges  3.  Inability  to   terminate   a   stress   response   and   4.   Inadequate   allostatic   response   (Webster,  Tonelli  &  Sternberg,  2002).  Under  normal  circumstances  a   person  can  manage  their  allostatic  load.  However  too  often  the  demands   of  life  overwhelm  a  person’s  normal  coping  abilities  and  additional  help   is   needed.   Unfortunately,   these   self   prescribed   interventions   often   involve  potentially  devastating  after  effects  i.e.  the  use  of  food,  alcohol  or   drugs.   Hence,   people   need   to   learn   and   practice   healthy   methods   to   decrease  stress  and  improve  mood. 57       Stress  management  also  appealed  to  us  in  a  practical  sense,  given  that  stress  and   anxiety  is  a  pyscho-­‐physiological  state  that  can,  to  a  limited  degree,  be  discretely   measured   and   recognized   during   gameplay.   Other,   more   esoteric   emotional   responses  that  often  arise  while  playing  video  games  –  such  as  joy,  a  sense  of  flow,  a   sense  of  being  challenged  –  are  all  complex  combinations  of  valence  (or  positive  or                                                                                                                   57  Carmen  V.  Russoniello,  Kevin  O’Brien,  and  Jennifer  M.  Parks,  "The  Effectiveness  of   Casual  Video  Games  in  Improving  Mood  and  Decreasing  Stress,"  Journal  of   CyberTherapy  &  Rehabilitation  2009:  54.       54   negative  reactions)  and  arousal  (the  intensity  of  those  reactions).  On  the  other  hand,   stress,  when  induced  in  specific,  non-­‐ambiguous  settings  (as  it  is  in  Nevermind),  can   be  identified  (for  the  game’s  purposes)  as  simply  elevated  levels  of  arousal.       All  of  these  goals  and  constraints  also  directly  contributed  to  the  execution  of  the   environmental  antagonist  approach  discussed  earlier.  When  the  player  enters  a   specific  area  of  the  game  that  was  designed  to  be  particularly  stressful,  the  game  will   give  him  a  visual  indication  that  he  is  in  an  “active  area”  that  directly  responds  to   stress.  While  in  this  location,  the  game  will  respond  according  to  the  player’s  stress   levels.  If  the  player  remains  calm,  the  environment  will  generally  remain  in  its  non-­‐ antagonistic  “default”  state.  However,  if  the  player  starts  to  become  stressed  or   scared,  the  environment  will  start  to  “attack”  the  player’s  ability  to  solve  puzzles  or   complete   objectives.   Certain   aspects   of   the   environment   (such   as   lighting   or   contrast)  will  start  to  become  altered  to  make  gameplay  goals  more  difficult.  As  a   result,  the  more  scared  or  stressed  the  player  becomes,  the  more  difficult  the  game   becomes.  For  example,  in  the  Kitchen  area  milk  will  begin  to  flood  the  room  as  the   player  becomes  more  stressed  and/or  scared.  The  more  milk  that  pours  into  the   environment,  the  more  slowly  the  player  will  walk;  once  the  player  is  submerged,   the  harder  it  is  to  see  through  the  foggy  liquid.  Should  the  player  become  less   stressed,  the  milk  will  recede  and,  once  the  milk  is  gone  (and  the  player  is  fully   calm),  the  player  can  continue  to  proceed  through  the  level  unfettered.       55     Figure  13  –  Example  of  the  Kitchen  area's  reaction  to  the  player's  stress  levels     While  the  highlights  of  the  biofeedback-­‐based  gameplay  occur  in  specific  areas  with   specific  events  (e.g.  the  milk  rising  in  the  Kitchen),  the  game  constantly  provides  the   player  with  feedback  on  his  detected  stress  levels  via  visual  and  aural  cues.  These   include  (among  others):  changes  in  screen  saturation,  increased  visual  noise,  and   the  fading  in  of  a  music  track  dedicated  to  stress  indication.  Based  on  playtesting   and  observation,  we  observed  that  players  needed  to  be  constantly  aware  of  their   perceived  stress  levels  in  order  for  them  to  trust  that  the  game  is  actually  “listening”   and  responding  to  them.  Giving  them  more  active  feedback  allows  them  to  “test”  the   system  early  on,  letting  them  practice  adjusting  their  stress  levels  prior  the  in-­‐game   moments  when  a  success  or  fail  state  is  dependent  on  it.             56     Figure  14  –  A  scene  from  Nevermind  without  the  “stress  static.”         Figure  15  –  A  scene  from  Nevermind  with  the  “stress  static.”     With   all   this   in   mind,   we   intended  to   test   and   prove   that   consumer-­‐ready   biofeedback   sensor   integration   within   games   is   both   very   achievable   from   a     57   technical  standpoint  and  completely  viable  in  the  context  of  creating  a  fun  and   intrinsically  beneficial  experience.  We  strived  to  accomplish  this  not  only  for  the   benefit  of  Nevermind  itself,  but  also  to  prove  that  this  technology  is  readily  available   for  the  game  industry  as  a  whole.  The  game’s  reaction  to  the  data  from  the  sensor   could  not  feel  arbitrary  or  forced,  lest  it  detract  from  the  fun  and  integrity  of  the   gameplay  experience  as  a  whole.  Furthermore,  the  biofeedback  component  needed   to  dynamically  adjust  in-­‐game  content  to  reflect  the  player’s  stress  levels,  deterring   him  from  letting  his  anxiety  escalate  and  rewarding  him  for  learning  how  to  manage   his  stress  and  stay  calm  in  tense  situations.         Gameplay  Flow   The  figures  below  demonstrate  the  progression  pattern  of  the  game.  For  the  most   part,  the  game  is  not  designed  to  be  overly  challenging.  However,  there  are  peaks  in   which   the   player   is   expected  to  be   challenged   in   terms   of   both   accomplishing   gameplay   objectives   and   controlling   his   own   reactions.   Each   time   the   player   succeeds  and  proceeds,  he  becomes  stronger  (both  in  the  game  and  in  reality)  and  is   progressively  able  to  take  on  more  and  more  challenging  scenarios.         58     Figure  16  –  The  biofeedback  gameplay  loop     59         Figure  17  –  Biofeedback-­‐based  difficulty  progression     One  might  observe  that  these  diagrams  are  not  too  dissimilar  to  Mihály     Csíkszentmihályi’s  diagram  of  Flow  and  Alan  Schore’s  diagram  of  Affect  Tolerance   (both  figures  included  below):             60     Figure  18  –  Flow   58                                                                                                                     58    Mihaly  Csikszentmihalyi,  Flow:  The  Psychology  of  Optimal  Experience  (New   York:  Harper  &  Row,  1990)  Location  1588.     61       Figure  19  –  Window  of  Affect  Tolerance 59     This  similarity  is  not  mere  coincidence.  Csíkszentmihályi  argues  that  flow,  “the  state   in  which  people  are  so  involved  in  an  activity  that  nothing  else  seems  to  matter;  the   experience  itself  is  so  enjoyable  that  people  will  do  it  even  at  great  cost,  for  the   sheer  sake  of  doing  it” 60  is  essentially  the  “optimal  experience.” 61  Flow  occurs  when   there   is   a   balance   between   challenge   and   ability;   it   is   often  considered   a                                                                                                                     59  Allan  N.  Schore  and  Judith  Schore.  "Right  Brain  Affect  Regulation:  An  Essential   Mechanism  Of  Development,  Trauma,  Dissociation,  And  Psychotherapy,"  Right  Brain   Affect  Regulation:  An  Essential  Mechanism  Of  Development,  Trauma,  Dissociation,     And  Psychotherapy  2007,  01  Apr.  2012,   <http://www.yellowbrickprogram.com/papers_by_yellowbrick/RightBrainAffectRe gulation_p8.html>.     60  Csikszentmihalyi  Location  212     61  Csikszentmihalyi  Location  212     62   fundamental  goal  in  designing  engaging  gameplay. 62  Most  game  designers  strive  to   create  an  experience  that  escalates  in  challenge  as  the  player’s  proficiency  in  playing   the  game  increases  –  crafting  an  experience  that  is  neither  too  difficult  nor  too  easy   for  the  player  at  any  given  point  in  time.         Given  our  goals  with  Nevermind  we  were  a  bit  more  aggressive  with  manipulating   the  player  relative  to  their  flow  state.  As  one  can  observe  in  comparing  the  two   charts  above,  we  intentionally  periodically  pushed  the  player  outside  of  what  would   be  the  “flow”  channel  in  order  to  encourage  him  to  go  outside  of  his  comfort  zone  in   an  effort  to  simulate  the  stressors  of  “real  life”  experiences.  However,  if  and  when   the  player  did  venture  too  far  and  were  overwhelmed,  he  would  soon  need  to  bring   himself  back  into  a  sort  of  “anxiety  middle-­‐ground”  in  order  to  continue  playing  the   game.  In  essence,  much  like  many  other  games,   Nevermind  does  encourage  the   player  to  maintain  a  certain  state  of  flow,  however  the  breadth  of  the  flow  window   was  intentionally  wider  than  most.           Similarly,  this  pushing  of  players’  boundaries  relates  to  the  Diagram  of  the  Window   Affect  Tolerance  (Figure  19).  As  Allan  Schore  explains:     Growth-­‐facilitating  experiences  of  at  the  regulatory  boundaries   thus  promote  the  ‘affective  building  blocks  of  enactments’  (Ginot,   2007).  The  patient’s  increased  ability  to  consciously  experience   and  communicate  a  wider  range  of  positive  and  negative  affects                                                                                                                   62  Fullerton  88       63   is  due  to  a  developmental  advance  in  the  capacity  to  regulate   affect. 63     In  relation  to  Nevermind,  this  theory  supports  the  idea  that,  by  exposing  the  player   to  situations  of  high  stress  and  pushing  him  outside  of  his  comfort-­‐zones,  the  player   actually  becomes  more  capable  of  enduring  stressful  scenarios  as  he  becomes  more   tolerant  and  accustomed  to  the  areas  outside  of  his  comfort  zone.                                                                                                                     63  Schore     64     Chapter  Six:  Implementation     Development  Cycle   Nevermind  was  developed  by  a   team   of   approximately   12   people.   In   order   to   accomplish  all  of  the  goals  discussed  above  while  remaining  within  the  scope  of  the   team’s  resources  and  availability,  the  production  cycle  had  to  be  very  carefully   planned.  Over  the  12-­‐month  cycle  of  development  the  first  four  months  were  used   for  research  and  pre-­‐production.  This  included  seeking  out  and  examining  prior  art,   gathering   references,   establishing   the   visual   style   and   language   of   the   game,   developing  the  narrative,  and  prototyping  out  the  core  game  design  mechanics.  The   remaining  8-­‐months  were  invested  in  developing  the  game,  technology,  and  overall   user  experience.  Throughout  the  fall  semester  of  the  2011-­‐2012  academic  year,  the   team   focused   on   building   the   game   experience   and   performing   research   and   development   on   sensor   integration.     The   spring   semester   was   focused   on  fully   integrating  the  two  and  polishing  the  experience  as  a  whole.       Platform   Nevermind  was  developed  using  Unity  3D,  a  cross-­‐platform  development  toolset.   This  engine  provided  a  variety  of  platform  options  available  –  including  Mac,  PC,   mobile,  web  browsers,  and  game  consoles  (such  as  the  Xbox  360).  The  PC  platform     65   was  ultimately  selected  as  our  main  platform  both  because  it  aligned  with  our  goal   to  create  a  game  that  could  be  accessible  by  a  large  assortment  of  users,  and  also   due  to  the  fact  that  it  was  the  most  seamlessly  compatible  with  our  sensor  hardware   and  software  technology.  However,  the  potential  future  for  Nevermind  to  be  ported   onto  other  platforms  still  remains  very  bright.  Several  iPhone  4  apps  have  been   developed  that  monitor  a  player’s  HRV,  such  as  StressDoctor 64  by  Azumio.  Looking   ahead,  it  would  be  very  interesting  to  apply  a  similar  technology  in  the  future  for   Nevermind.       Sensor  Technology  Overview   One  of  the  biggest  overall  challenges  that  Nevermind  faced  was  finding  a  reliable   sensor   that   met   the  accessibility   goals   of   the   game,   provided   adequate   measurements,  and  could  communicate  clearly  with  the  game  engine.  Quite  a  bit  of   work   has   been   done   over   the   past   few   years   surrounding  the   integration   of   biofeedback   sensors   into   a   digital   interactive   medium,   most   notably   at   MIT’s   Affective  Computing  Lab  under  Rosalind  Picard.  However,  while  it  was  encouraging   to  learn  that  this  technology  was  actively  being  developed  and  studied,  many  of  the   sensors  used  in  those  environments  were  difficult  to  access  due  to  both  cost  and   availability  to  the  general  public.  Furthermore,  many  of  the  sensors  currently  on  the                                                                                                                   64  "Azumio  |  The  Mobile  Health  Revolution  Has  Begun!  Azumio,"  Azumio,  01  Apr.   2012  <http://www.azumio.com/>.       66   market  are  not  designed  to  be  used  with  any  external  software  beyond  the  niche   proprietary  tools  for  which  they  were  specifically  developed.    As  such,  finding  a   sensor  that  was  functionally  sound,  reasonably  accessible,  and  appropriate  for  real-­‐ time  integration  with  Nevermind  was  a  significant,  ongoing  challenge  throughout   development.       Availability  issues  aside,  finding  a  sensor  that  could  detect  arousal  in  the  player  was   our  primary  criteria  in  selecting  which  type  of  device  to  work  with.  Prior  research   demonstrated  success  in  using   Galvanic   Skin   Resistance  (GSR)   and   Heart   Rate   Variability  (HRV).  Both  GSR  and  HRV  detect  activation  in  the  autonomic  nervous   system  (ANS)  and  can  report  when  activity  in  sympathetic  nervous  system  (SNS),   such  as  fear  or  stress,  is  occurring. 65       Heart  Rate  Variability  (HRV)   We  researched  a  wide  variety  of  projects  to  determine  what  would  ultimately  be  the   most  appropriate  variable  to  interpret  for  Nevermind.  We  found  that  projects  such   as  iCalm  use  GSR  (sometimes  also  referred  to  as  EDA  -­‐  Electrodermal  Activity). 66                                                                                                                   65  Richard  R.  Fletcher,  Ming-­‐Zher  Poh,  and  Hoda  Eydaghi,  “Wearable  Sensors:   Opportunities  and  Challenges  for  Low-­‐Cost  Health  Care,"  32nd  Annual  International   Conference  of  the  IEEE  EMBS  2010:  1763-­‐1766.     66  Fletcher  1763-­‐1766.       67   Other  projects,  such  as  the  study  described  in  “The  Effectiveness  of  Casual  Video   Games  in  Improving  Mood  and  Decreasing  Stress,”  use  HRV:       Heart   Rate   Variability   (HRV)   is   a   physiological   measurement   that   directly  reflects  a  balance  of  the  autonomic  nervous  system  regulation,   which  has  control  over  the  human  body.  HRV  is  a  multidimensional   measurement   of   sympathetic   and   parasympathetic   nervous   system   innervations  of  the  heart.  HRV  reflects  the  state  of  sympathetic  (stress,   anxiety)   or   parasympathetic   (relaxation,   calmness)   activation   in   the   body.  Heart  rate  variability  (HRV)  is  considered  a  marker  of  cardiac   parasympathetic   and   sympathetic   activity   and   is   of   great   interest   to   health  care  practitioners  (Malliani,  Lombardi  &  Pagani,  (1994);  Kleiger,   Stein,   Bosner  &  Rottman,  (1992);  Pomeranz   Macaulay   &   Caudill,   (1985). 67         In  brief,  HRV  is  based  on  the  notion  that  the  time  in-­‐between  heartbeats  is  not   actually  always  consistent  –  in  fact,  the  less  consistent,  the  better.  When  a  person  is   in  a  calm  but  alert  state  (generally  considered  to  be  ideal),  his  body  is  constantly   swapping  back  and  forth  between  his  ‘revved  up’  (sympathetic)  system  and  his   ‘mellowed  out’  (parasympathetic)  system.  The  system  that  is  dominant  at  any  given   moment  determines  the  length  between  heartbeats.  When  the  systems  are  rapidly   switching  back  and  forth,  the  length  varies  from  beat  to  beat.  However,  when  an   individual  becomes  scared  or  stressed,  his  sympathetic  system  leaps  into  action  and   takes  full  dominance  while  he’s  in  that  state  of  anxiety.  The  time  in-­‐between  beats   becomes  consistent  since  only  one  system  is  regulating  your  heartbeat.                                                                                                                       67  Russoniello  57.     68   Admittedly,  a  person  could  also  achieve  a  consistent  heartbeat  by  going  into  a  very   relaxed,   zen-­‐like  state,   allowing   for   the   parasympathetic   system   to   take   over.   However,  since  he  would  likely  have  to  be  in  a  near-­‐sleep  or  meditative  state  for  this   to  occur,  we  were  not  too  concerned  about  players  “tricking”  the  game  in  this   fashion.  Ultimately,  as  a  result  of  our  research,  it  was  confirmed  that  HRV  was  a   suitable   choice   to   represent   the   player’s   internal   state   of   stress.   This   was   also   encouraging,  given  that  there  were  a  number  of  relatively  low  cost  HRV  sensors  that   we  could  acquire.     Sensor  Hardware   Originally,  Nevermind  began  developing  integration  with  PN  Pulse  1  Heart  Rate   Variability   Finger   Sensor   from   the   Biocomp   Research   Institute 68 .   Using   photoplethysmography  (or  PPG),  the  sensor  would  clip  to  a  player’s  finger  and   detect  his  heart  rate  and  blood  oxygenation  by  shining  a  light  from  one  side  of  the   finger  and  detecting  the  amount  of  light  that  passed  through  from  a  camera  on  the   other  side  of  the  finger.                                                                                                                         68  "PN  Pulse  1  Heart  Rate  Variability  Finger  Sensor,"  Bio-­‐medical.com,  01  Apr.  2012   <http://bio-­‐medical.com/products/pn-­‐pulse-­‐1-­‐heart-­‐rate-­‐variability-­‐finger-­‐ sensor.html>.     69     Figure  20  –  PN  Pulse  1  Heart  Rate 69       Although  the  sensor  recommended  that  it  only  be  used  with  specific  proprietary   software,  even  as  an  intermediary  between  it  and  other  applications,  it  was   ultimately  determined  that,  to  get  near  real-­‐time  results,  the  data  had  to  pass   directly  from  the  sensor  to  the  game  via  specific  custom  plug-­‐ins.  Quite  a  bit  of   research  was  done  in  an  attempt  to  determine  the  best  way  to  find  and  extract  clean   data  from  the  sensor  and  translate  it  from  the  device  to  the  game  in  a  meaningful   fashion.  However,  we  came  to  the  conclusion  that  the  device,  much  like  most   sensors  currently  available,  was  a  “black  box”:  it  was  designed  to  work  in  a  very   specific  way  and  not  be  modified  or  altered  to  work  outside  of  its  intended  design.   While  we  were  able  to  gain  an  understanding  of  how  it  worked  internally  and  even   developed  a  plug-­‐in  that  would  allow  it  to  communicate  with  our  game  engine,  the                                                                                                                   69  PN  Pulse  1  Heart  Rate  Variability  Finger  Sensor,  Digital  image,  1  Apr.  2012   <http://bio-­‐medical.com/products/pn-­‐pulse-­‐1-­‐heart-­‐rate-­‐variability-­‐finger-­‐ sensor.html>.     70   data  we  received  was  indecipherable  (due  to  the  original  intent  to  be  read  only  by   proprietary  software)  and  thus,  unusable.       Once  we  determined  that  we  could  not  proceed  further  with  the  PN  Pulse  1  HRV   Finger  Sensor,  new  sensor  options  were  investigated.  Based  on  the  advice  from   other  professionals  in  the  field,  we  chose  to  explore  the  Garmin  Heart-­‐Rate 70   Monitor  with  a  Garmin  USB  ANT+ 71  Stick 72 .  After  tremendous  hard  work  and   investment,  along  with  the  gracious  assistance  and  support  of  other  researchers 73 ,   the  Nevermind  engineers  were  able  to  develop  a  system  through  which  the  sensor   could  pick  up  raw  heart  rate  data  from  the  user.  A  system  was  implemented  in-­‐game   that  enabled  it  to  process  that  data  and  convert  it  into  Heart  Rate  Variability,   enabling  us  to  deduce  the  arousal  levels  of  the  player  within  our  acceptable  window   of  approximately  5  seconds  of  state-­‐change.       One  of  the  primary  advantages  to  developing  the  game  around  the  Garmin  Heart-­‐ Rate  Monitor  lies  in  the  consumer  accessibility  of  the  device.  Unlike  many  of  the   sensors  on  the  market  that  can  range  anywhere  from  hundreds  to  thousands  of                                                                                                                   70  "Premium  Heart  Rate  Monitor  (Soft  Strap)."  Garmin,  1  Apr.  2012   <https://buy.garmin.com/shop/shop.do?pID=15490>.     71  "This  Is  ANT,  the  Wireless  Sensor  Network  Solution,"  ANT,  01  Apr.  2012   <http://thisisant.com/>.     72  "Garmin  |  Accessories  |  USB  ANT  Stick."  Garmin,  1  Apr.  2012,   <https://buy.garmin.com/shop/shop.do?pID=10997>.     73  Tim  Clark,  Conversation,  31  Oct.  2011.     71   dollars,  the  Garmin  sensor  and  receiver  that  Nevermind  uses  costs  well  within  the   range  of  many  accepted  game  peripherals,  such  as  the  Rock  Band 74  instrument  set.   The  accessibility  and  availability  of  these  sensor  peripherals  is  crucial  to  the  future   success  of  biofeedback  sensor  based  games.  If  no  one  is  willing  or  able  to  purchase   the  devices,  then  no  one  will  be  able  to  experience  and  ultimately  benefit  from  them.                                                                                                                     74  "RockBand.com,"  Harmonix  Music  Systems,  Inc.,  01  Apr.  2012   <http://www.rockband.com/>.     72     Chapter  Seven:  User  Testing     Throughout  the  development  process,  it  was  important  to  regularly  test  Nevermind   in   order   to   assess   the   current   state   of   the   game   and   iteratively   improve   the   experience.  Testing   sessions   lasted   for   a   total   of   approximately   12   hours   and   involved  8-­‐9  players,  each  focusing  on  different  aspects  of  the  game.  For  more   details  on  the  testing  process  and  results,  please  refer  to  “Appendix  D.”     First-­Stage  Testing  –  Initial  Gameplay   The   purpose   of   the   first-­‐stage   testing   was   to   determine   if   the   core   gameplay   experience  (exploration  and  puzzle  solving)  engaged  the  user  as  we  had  planned.       Results   The  players  reported  that  they  enjoyed  the  overall  concept,  although  it  was  clear   from  player  observation  and  player  self-­‐reporting  that  the  puzzles,  level  layout,  and   progression  design  were  all,  on  average,  too  difficult  or  obtuse  and  were  causing   unintended  frustration.  As  a  result,  we  modified  the  gameplay  to  create  an  easier   and  more  intuitive  experience.           73       Second-­Stage  Testing  –  Final  Gameplay   The  purpose  of  the  second-­‐stage  testing  was  to  revisit  the  core  gameplay  experience   with  the  changes  made  since  the  previous  playtest,  along  with  a  number  of  the   horror  elements  developed  out  to  a  much  greater  extent.       Results   Based  on  the  player  feedback  received,  this  playtest  showed  that  players  had  an   easier  and  more  enjoyable  experience  interacting  with  puzzles  than  those  from  the   previous  session.  Given  this  response  along  with  our  observations,  we  concluded   that  with  only  a  few  fixes  and  improvements  to  specific  areas,  the  game  was  ready  to   be  integrated  with  the  sensor.       Third-­Stage  Testing  –  Sensor  Integration   This  test  was  the  first  session  that  included  the  sensor-­‐integrated  build.  During  this   session  we  tested  9  players.  Of  those  9  players,  8  provided  usable  data.       Results   During  this  session,  both  observation  and  recorded  data  showed  that  players  did   demonstrated  heightened  arousal  at  the  points  in  the  game  we  had  anticipated.     74   These   included   moments   of   intense   narrative   reveals,   startling   moments,   and   extremely  surreal  and  disturbing  areas.  However,  we  also  saw  the  sensor  and  game   reacting   in   areas   that   we   did   not   anticipate   to   elicit   arousal.   These   included   moments  such  as  when  the  player  first  started  the  level  and  when  they  approached   the  exit  of  a  maze.  During  these  instances,  it  was  unclear  if  the  player  was  feeling   arousal  with  positive  or  negative  valence.  While  some  theories  point  to  the  player   feeling  a  sense  of  excitement  as  he  started  the  level  or  approached  the  end  of  the   maze,  other  theories  suggest  that  he  was  feeling  a  sense  of  dread  as  he  didn’t  know   what  to  expect  next.       These  observations  highlights  one  drawback  to  the  sensor  that  is  currently  being   used  in  Nevermind  –  and  that  is  the  inability  to  empirically  understand  the  valence   of  the  arousal  in  the  player  from  the  HR  and  HRV  data  alone.  Future  research,   including  the  integration  of  player  sound  and  movement,  is  currently  being  done  to   assist  in  better  interpreting  the  responses  that  we’re  recording.  However,  this  is  an   issue  that  many  researchers  in  this  realm  face.             75     Chapter  Eight:  What  We  Learned     Entertainment  and  Enrichment  Can  Co-­Exist   Based  on  our  observations  and  feedback  from  informal  playtests,  the  team  and  I   believe  that  Nevermind  achieved  its  fundamental  goal  in  creating  an  engaging  game   that  leverages  biofeedback  technology  to  heighten  the  player’s  awareness  of  his   stress   levels.   Furthermore,  we  feel  that  observational  evidence  suggests  that   Nevermind  was  successfully   developed   for   a   wide   audience,   both   in   terms   of   gameplay  accessibility  (having  tested  it  amongst  players  with  varying  skill  levels)   and  logistically,  as  players  could  inexpensively  acquire  the  sensor  itself  from  retail   or  online  stores.       Sensor  Peripherals  and  Games  Are  Possible   In  our  discussions  with  playtesters,  it  was  reported  that  the  sensor  itself  was  non-­‐ intrusive  and,  although  it  required  a  little  more  set-­‐up  time  than  most  traditional   games,  it  did  not  impede  the  gameplay  experience  itself.  While  more  research  needs   to  be  done  to  fine-­‐tune  the  accuracy  of  the  sensor’s  readings,  the  game’s  response  to   stress   levels   often   appeared   to   be   convincing   to   players  enough  to  create  an   increased  awareness  of  one’s  stress  levels  at  any  given  point  during  gameplay.  Given   the  scope  of  the  project,  we  saw  this  not  only  as  a  success  in  terms  of  our  goal  to     76   potentially   increase   the   player’s   coping   self-­‐efficacy,  but  also  an  indication  that   biofeedback-­‐based  sensors  for  games  do  not  necessarily  need  to  be  100%  accurate   all  of  the  time  in  order  to  be  effective.     Diversity  in  Reactions   One   of   the   most   difficult   design   challenges   the   Nevermind   team   faced   was   developing  scenarios  in-­‐game  that  would  evoke  a  scared  or  stressed  physiological   response  in  all  players.  Throughout  our  casual  playtest  sessions,  it  was  apparent   that  there  is  no  “once  size  fits  all”  brand  of  horror.  While  certain  techniques  were   used  to  touch  upon  some  of  the  most  common  sources  of  discomfort  and  anxiety,   not  everybody  reacted  to  them  in  the  same  way.  In  fact,  while  there  were  many   cases  of  people  having  intense  emotional  reactions  to  the  game,  there  were  also   several  cases  of  players  who  reported  having  experienced  no  sense  of  arousal  while   playing.   However,   we   did   feel   that   we   were   successful   in   making   a   potentially   daunting  genre  available  and  accessible  to  those  who  may  have  been  interested  in  it   prior  but  were  previously  deterred  due  to  gameplay  complexity.  We  were  especially   proud  of  the  fact  that,  during  our  informal  playtests,  even  players  who  had  little  to   no  gaming  background  reported  enjoying  the  experience.         77   Motion  Sickness  and  Virtual  Reality   It  should  also  be  noted  that  some  players  reported  feeling  motion  sickness  when   playing  Nevermind.  In  these  players,  there  seemed  to  be  little  consistent  correlation   to  atmosphere,  level  location,  or  external  environment.    The  issue  may  have  derived   from  inherent  issues  the  player  had  with  first-­‐person  cameras  or  the  in-­‐progress   build’s  performance  levels.  There  has  also  been  general  correlation  between  FPS   games  (First  Person  Shooters  –  a  genre  that  shares  Nevermind’s  camera  system)  and   motion  sickness 75 .  We  suspect  that  it  would  only  be  logical  that  Nevermind  inherits   some  of  the  potential  issues  FPS  games  may  create  some  players.                                                                                                                     75  Ian  Spence  and  Jing  Feng,  "Video  Games  and  Spatial  Cognition."  Review  of  General   Psychology  2010:  92-­‐104.       78     Another  theory  is  that  Nevermind’s  similarities  to  virtual  reality  experiences  may   cause  some  players  to  feel  “cybersickness”  or  “simulator  sickness,”  a  phenomenon   that  sometimes  occurs  during  VR  experiences 76 .  In  fact,  many  studies  on  virtual   reality  and  virtual  environments  report  some  users  having  a  negative  experience   due  to  the  onset  of  motion  sickness. 77  One  report  from  the  U.S.  Army  Research   Institute  states  that:     Although  there  is  debate  as  to  the  exact  cause  or  causes  of   simulator   sickness,   a   primary   suspected   cause   is   inconsistent   information   about   body   orientation   and   motion  received  by  different  senses,  known  as  the  cute   conflict   theory.   For   example,   the   visual   system   may   perceived   that   the   body   is   moving   rapidly,   while   they   vestibular  system  perceives  that  the  body  is  stationary.   Inconsistent,  on-­‐natural  information  within  a  single  sense   has  also  been  prominent  among  suggested  causes. 78     It  is  possible  that  Nevermind  creates  simulator  sickness  in  some  players  because  the   person   perspective   within   an   immersive   environment   can  cause  subconscious   confusion  between  the  body  and  senses.  Possible  resolutions  for  the  Nevermind                                                                                                                   76  Jay  Kist,  “How  Virtual  Reality  Can  Affect  You,”  Current  Health  Teens  1996:  27-­‐29     77    Kalman  Glanz,  Albert  (Skip)  Rizzo,  and  Ken  Graap,  "Virtual Reality for Psychotherapy: Current Reality and Future Possibilities," Psychotherapy: Theory, Research, Practice, Training 2003: 55-67.   Nicholas  Maltby,  et  al.,  "Virtual  Reality  Exposure  Therapy  for  the  Treatment  of  Fear   of  Flying:  A  Controlled  Investigation."  Journal  of  Consulting  and  Clinical  Psychology   2002:  1112-­‐118.       78  United  States,  U.S.  Army  Research  Institute  for  the  Behavioral  and  Social  Sciences,   Simulator  Sickness  in  Virtual  Environments  (Alexandria:  U.S.  Army  Research   Institute,  1995).     79   team  to  consider  in  future  development  would  be  to  employ  techniques  used  by   successful  VR  experiences  to  counteract  this  negative  effect.  For  example,  we  could   provide  ways  to  bridge  the  body  and  senses  through  a  stereoscopic  and/or  gestural   interface,  such  the  one  used  in  the  game  Seymour  Deeply 79 ,  a  head  mounted  display,   and/or  increased  physical  agency  within  the  world,  such  as  giving  more  control  over   the  camera  and  thus  perception  of  the  world.    However,  these  steps  are  beyond  the   scope   for   this   iteration   of   Nevermind,   and   will   require   further   exploration   and   development  to  determine  if  these  steps  can  potentially  resolve  the  motion  sickness   issues  encountered.         Design  Challenges   Unique  to  any  other  video  game  that  I  have  ever  had  to  design,  Nevermind  presented   interesting,  but  highly  challenging  design   complexity.   The   overarching   tension   between  creating  an  engaging  experience  that  achieves  flow  state  in  the  player   while  also  pushing  the  player’s  comfort  levels  in  an  attempt  to  expand  his  window  of   affect  tolerance  is  one  that  we  feel  we  never  fully  resolved.       Reflecting  upon  the  project,  this  was  in  part  due  to  the  constraints  of  our  overall   development  schedule  and  the  interdependencies  of  the  design  on  what  technology   we  could  successfully  integrate.  First  and  foremost,  we  needed  to  establish  the                                                                                                                     79  Michael  Annetta,  “Seymour  Deeply,”  University  of  Southern  California,  2012.     80   overall  infrastructure  of  the  game.  We  built  a  game  world  and  system  representative   of   the   interactive   experience   we   wanted   to   achieve   and   developed  the  sensor   technology  to  the  extent  that  we  were  minimally  getting  subjectively  convincing   results.  At  that  stage,  the  design  challenges  we  expected  to  confront  were  still  only   speculative.  Once  the  game  was  in  a  state  in  which  we  could  objectively  examine  the   specific  challenge  of  staying  within  flow  state  versus  pushing  the  player’s  window  of   affect   tolerance,   we   did   not   have   enough   development   time   left   to   extensively   experiment  with  the  game  design.    While  we  feel  as  though  the  design  infrastructure   inherently   allows  for  a  balance  between  the  two  to  exist  (as  discussed  in   “Biofeedback:  Gameplay  Flow”),  we  feel  that  only  now  having  a  full  proof  of  concept   before  us,  we  are  equipped  to  examine  what  specific  additional  steps  need  to  be   taken   in   the   game   design   to   find   a   true   balance   between   the   two   interaction   philosophies.         Our  other  major  design  challenge,  the  conflict  between  cognitive  problem  solving   and  immersion,  was  one  that  we  were  able  to  begin  addressing  earlier  on,  prior  to   the  sensor.    Although  we  had  more  time  during  development  to  explore  finding  the   balance   between   immersive   experiential   engagement   and   concrete   cognitively   challenging  interactions,  we  still  have  yet  to  truly  determine  the  best  scenarios  for   including  both  without  one  detracting  from  the  other.  However,  based  on  what  we   have  observed  as  the  more  successful  moments  in  achieving  this  balance  (as  well  as   those  less  successful  moments),  it  would  seem  that  the  solution  lies  in  creating     81   engaging  scenarios  that  do  not  require  the  player  to  stop  and  think  about  a  problem   like  solving  the  refrigerator  puzzle  (figures  62,  63),  but  rather  scenarios  when  the   player  is  implicitly  led  and  otherwise  asked  to  make  micro-­‐choices  along  the  way   like  the  Car  Lot  Maze  (figures  67-­‐71).       The  lesson  learned  here  is  that  the  game  design  of  therapy-­‐oriented  games  can  be   especially   challenging   in   that   it   presents   a   chicken   and   egg   problem.   In   my   experience  as  a  game  designer,  the  stronger  sense  one  has  of  the  constraints  and   goals  one  is  working  within,  the  more  consistent  and  confident  the  game  design  will   be.  In  creating  traditional  games,  often,  that  goal  is  to  simply  create  an  entertaining   experience  for  the  player.  With  that  goal  in  mind,  there  are  many  resources  such  as   books  and  online  video  presentations  –  as  well  as  examples  of  prior  art  –  that   discuss  techniques  in  accomplishing  this.  Although  this  goal  is  by  no  means  an  easy   one   to   accomplish,   it   nonetheless   seems   to   be   relatively   well  understood,   with   plenty  of  data  with  which  to  inform  one’s  decisions.    Given  that  therapeutic  games   are  seemingly  still  relatively  new  territory  –  in  which  the  disciplines  of  game  design,   therapeutic  psychology,  and  education  are,  in  my  experience,  only  just  now  starting   to  communicate  with  one  another  –  the  goal  of  creating  a  fun  and  beneficial  game  is   far  less  understood.         82   As  I  have  found  in  developing  Nevermind  and  other  successful  beneficial  games  such   as  “Trainer 80 ,”  one  needs  to  first  create  the  game  system  with  both  the  game  and   therapeutic  elements  intact.  Then,  as  soon  as  possible,  that  initial  system  needs  to   be  tested  to  make  sure  that  it  is  both  engaging  and  suggests  that  it  will  ultimately   elicit  the  desired  results.  From  the  testing,  one  must  determine  where  the  weak  and   strong  points  are  and  then  iterate  from  there.  In  short,  you  need  to  have  an  idea  of   the  game  design  in  order  to  build  it,  but  you  need  to  build  it  in  order  to  determine   the  best  direction  to  take  the  game  design.       Fortunately,  the  approach  to  solving  this  problem  is  the  same  approach  used  to   refine   the   game   design   of   any   interactive   experience:   implement,   test,   observe,   iterate,  and  repeat 81 .  Nevermind  is  still  going  through  this  cycle,  and  we  are  hopeful   that,  as  future  iterations  are  completed,  we  will  learn  that  much  more  about  the   design  challenges  cited  above  and  will  be  able  to  take  steps  to  help  resolve  them   accordingly.         Translating  the  Sensor’s  Results   One   issue   we   encountered   in   usability  testing  was  that  it  was  very  difficult  to   compare  players’  stress  data  against  each  other,  as  illustrated  in  figures  95-­‐102  in                                                                                                                   80  Erin  Reynolds,  et  al.,  “Trainer,”  Trainer  –  No  One  Is  Alone  on  the  Road  to  Health!   May  2010,  1  Mar.  2012    <http://www.davidvillatoro.com/games/trainer/play>.     81  Fullerton  249     83   Appendix  D.  Since  Nevermind  is  a  fairly  linear  game  that  never  offers  the  player   more  than  only  a  few  places  to  go  at  any  given  time,  the  player  still  had  the  ability  to   determine  where  (amongst  those  few  locations)  he  would  go  and  for  how  long  we   would  stay.  In  comparing,  for  example,  Playtester  19’s  stress  levels  (figure  97)   throughout  his  gameplay  experience  with  Playtester  21’s  (figure  98)  stress  levels,   the  moment-­‐to-­‐moment  experiences  varied  so  much  that  we  were  unable  to  deduce   a   clear   determination   of   which   areas   and   moments   were   most   physiologically   intense  and  the  average  duration  of  arousal  per  location.    Throughout  all  of  our   playtests,   we   learned   that   we   were   able   to   extrapolate   a   great   amount   of   information  about  the  player,  such  as  heart  rate,  HRV,  duration  spent  in  specific   locations,  mouse  and  keyboard  usage.  Furthermore,  with  the  addition  of  a  little   more  code,  we  could  also  potentially  gather  data  about  the  player’s  vocalizations   during  the  game  via  the  computer’s  microphone,  as  well  as  player  movement  via  a   webcam.  Our  thoughts  on  incorporating  and  analyze  this  data  are  detailed  further  in   the  “Next  Steps”  section  below.  We  discovered  that,  in  order  to  process  this  wealth   of  potentially  highly  valuable  data,  we  needed  another  person  on  the  team  who  is   equipped  with  the  knowledge  and  understanding  of  these  metrics  to  organize  and   analyze  player  statistics  in  order  to  glean  the  information  needed  to  help  us  improve   the  game  experience  further.         84   Recommendations  for  Those  Who  Come  After  Us   Nevermind  was  developed  with  the  intent  of  initiating  a  conversation  about  the   feasibility  and  potential  of  video  games  and  biofeedback  sensors.  We  hope  that   those  interested  in  this  topic  can  learn  from  our  triumphs  and  mistakes.  Below  is  a   summary  of  our  findings.     Review  Technology  from  all  Sources   Biofeedback  sensor  technology  is  constantly  changing  and  evolving.  Even  over  the   course  of  Nevermind’s  development,  two  sensor  options  that  we  did  not  deem  ideal   for  our  purposes  at  the  beginning  of  the  development  cycle  have  since  released  new   versions  that  could  now  be  viable  options  for  the  game.  Additionally,  in  our  research   we  were  surprised  to  find  that  sensor  technology  is  being  explored  in  a  wide  variety   of  fields.  For  example,  throughout  development,  we  ended  up  investigating  sensor   options  available  through  medical  outlets  (e.g.  bio-­‐medical.com),  academic  research   outlets  (e.g.  Affectiva 82 ),  commercial  outlets  (e.g.  Garmin 83 ),  and  even  independent   projects  such  as  the  Pulse  Sensor  on  Kickstarter.com. 84                                                                                                                       82  “Affectiva,”  Affectiva,  Inc.,  01  Apr.  2012  <http://www.affectiva.com/>.     83  "Garmin,"  Garmin,  01  Apr.  2012  <http://www.garmin.com/us/>.     84  Yury  Gitman,  "Pulse  Sensor:  An  Open  Source  Heart-­‐rate  Sensor  That  Rocks,"   Kickstarter,  20  July  2011,  01  Apr.  2012   <http://www.kickstarter.com/projects/1342192419/pulse-­‐sensor-­‐an-­‐open-­‐ source-­‐heart-­‐rate-­‐sensor-­‐that>.     85   While  having  so  many  options  provides  more  flexibility  in  choosing  the  right  sensor   for  the  project,  finding  that  perfect  fit  can  be  overwhelming.  Our  recommendation   would  be  to  not  only  do  a  comprehensive  search  online  and  review  of  contemporary   research,  but  also  to  speak  with  as  many  people  as  possible  who  are  actively  doing   work  in  similar  fields.  We  found  that  many  of  our  most  fruitful  findings  came  from   conversations  with  professors,  advisors,  and  fellow  students  with  aligned  interests.   Design  and  Clinical  Tension   As  discussed  previously,  designing  a  game  and  a  potential  therapeutic  tool  can   create  conflicting  goals.  In  reflecting  on  Nevermind’s  journey  and  process,  we  would   advise  defining  1  to  3  concrete  goals  for  the  game,  and  then  build  a  prototype  that   achieves   these   goals   (one   could   argue   that   Nevermind’s  prototype  took   up   the   majority  of  development).  From  there,  extensively  test  the  prototype  and  iterate  as   needed,  continuing  to  test  as  frequently  as  possible.  To  our  knowledge,  although   research  can  help  guide  development  to  make  smarter  initial  decisions,  there  is  no   real  shortcut  to  identifying  and  resolving  the  key  challenges  that  will  come  up     throughout  the  testing  and  iteration  process.         Do  Not  Underestimate  the  Value  of  a  Good  Team   Games  like  Nevermind  that  leverage  new  technologies  to  bridge  entertainment  with   potential  therapeutic  applications  inherently  require  expertise  in  many  disciplines.   Game  design,  health  and  medical  theory,  software  and  hardware  development,  art,     86   and   music   are   only   a   few   of   the   areas   that   need   support.  Originally,  I  started   Nevermind   with   the   intent   of   executing   the   entire   project  as   the   only   full-­‐time   developer  on  it.  Had  I  continued  down  that  path,  it  would  have  easily  been  the   biggest  mistake  I  could  have  made.  Fortunately,  I  was  given  the  opportunity  to  work   with  an  incredible  team  at  the  beginning  of  production.  By  the  end  of  development,   Nevermind  had  four  software  engineers  (each  with  their  own  specializations),  a   hardware  engineer,  a  technical  producer,  a  usability  lead/creative  producer,  two   audio  composers,  a  sound  designer,  a  game  designer/technical  artist,  an  external   team   of   visual   artists,   a   marketing   associate,   and   about   a   dozen   advisors/consultants.  We  likely  would  not  have  been  able  to  reach  our  current   standards  for  success  had  even  one  of  those  team  members  not  been  involved.         My  advice  to  any  leader  on  a  project  that  has  similar  goals  to  Nevermind’s  would  be   to  make  sure  that  every  aspect  of  the  project  has  a  person  with  the  appropriate   expertise  assigned  to  work  on  it.  Managing  all  of  the  many  disparate  pieces  is  a  full   time   job   but   an   extremely   important   one.   I   strongly   feel  that   bridging   the   gap   between  each  of  the  different  areas  of  expertise  is  essential  to  creating  a  successful   and  effective  game/experience.         87   Consider  Testing  Processes  and  Results  Analysis  Early  on  in  the  Process   As  discussed  in  both  the  “Translating  the  Sensor’s  Results”  section  above  and  the   “Next   Steps”   section   below,   Nevermind  could  have   benefitted   greatly   from   determining  how  to  make  best  use  of  the  data  we  were  receiving  during  testing   earlier  in  the  development  process.    We  would  encourage  anyone  considering  using   any  biometrics  in  their  games  to  begin  test  and  analysis  planning  as  early  as  pre-­‐ production,  defining  what  type  of  data  they  need  to  receive  from  the  player,  the  best   method  to  gather  it,  and  how  best  to  interpret  it.       Nothing  is  Impossible   One  of  my  favorite  parts  of  working  on  Nevermind  was  the  process  of  meeting  so   many  incredibly  brilliant  and  passionate  people  who  shared  an  interest  in  one  facet   or  another  of  the  project.  I  began  Nevermind  limiting  myself  in  terms  of  what  I  felt   was  “realistic,”  however,  over  the  course  of  development,  I  learned  that  for  every   “out  there”  idea,  there  is  someone  with  the  expertise  and  passion  to  provide  the   insight   and   guidance   needed   to   make   that  idea  possible.   Even   the   internal   Nevermind   team   consistently   surprised   me   by   somehow   making   what   I   had   originally   thought   to   be   “out   of   scope”   features   possible,   often   through   clever   techniques  that  I  never  would  have  imagined.    My  biggest  piece  of  advice  per  my   experience  with  Nevermind  is  this  –  if  it  is  important  to  your  vision  of  the  project,     88   never  consider  any  feature  or  idea  impossible.  If  you  know  where  to  look,  and  are   working  with  the  right  people,  chances  are  you  will  find  a  way  to  make  it  happen.     89     Chapter  Nine:  Next  Steps     The  focus  of  this  initial  phase  of  development  in  Nevermind  was  to  create  a  viable   proof   of   concept,   to   show   that   a   game   can   be   fun,   meaningful,   and   leverage   a   technology  that  takes  immersion  and  the  potential  for  user  state  responsiveness  to   the  next  level.  The  next  stage  of  development  includes  extensive  testing  as  outlined   below.     More  Data   Despite   performing   numerous   playtests,   the   sample   set   used   in   assessing   our   current  findings  is  relatively  small.  Drawing  data  from  approximately  25  players  –   only  8  of  which  including  sensor-­‐based  data  –  provides  too  limited  a  data  set  to   enable  us  to  draw  any  definitive  conclusions.  With  the  first  level  in  a  final  state,  we   would  want  to  perform  enough  formal  playtests  to  have  a  significant  amount  of  data   to  analyze  in  order  to  properly  determine  and  confirm  that  the  data  being  collected   represents  the  results  we  speculate  we  are  getting.     Furthermore,  we  would  endeavor  to  collect  data  not  only  from  the  sensor  but,   minimally,  from  other  inputs  available  on  most  standard  computers  (such  as  the   microphone   and   webcam).   From   the   microphone   we   would   be   able   to   capture     90   involuntary  audible  reactions  (e.g.  gasps)  from  the  player  to  the  game.  Naturally,   this  would  only  work  if  the  user  were  playing  with  headphones  (so  as  to  avoid   picking  up  audio  output  from  the  game).  However  this  data,  in  conjunction  with  the   webcam’s  ability  to  pick  up  player  movement  (in  the  event  that  the  player  might   react  to  moments  by  jumping  or  fidgeting)  might  help  further  inform  and  support   the  data  being  received  by  the  heart  rate  sensor  and  enabled  us  to  logically  deduce   valence.   If   the   data   from   these   other   inputs   proves   to   enhance   the   game’s   responsiveness   to   the   player,   then   it   could   be   included   in   a   future   release   of   Nevermind  to  the  consumer.  If  not,  it  could  be  limited  to  calibration  and  research   testing  only.  Finally,  to  support  calibration  and  research  of  the  player’s  physiological   reactions  to  the  game,  further  testing  with  additional  devices  such  as  a  GSR  sensor   or  an  electroencephalogram  (EEG)  that  would  not  necessarily  be  available  to  the   consumer,  would  be  beneficial  to  the  development  team’s  refinement  of  the  game.         Additional  Devices   Further  investigation  into  sensors  that  could  be  potentially  be  released  or  used  in   tandem  with  the  game,  would  be  merited.  The  HRV  sensor  currently  in  use,  while   accessible  to  the  users,  requires  a  fairly  involved  initial  set-­‐up  that  may  create  too   high  of  a  barrier  of  entry  for  the  player.  The  Garmin  Heart  Rate  Monitor  currently   requires  the  user  to  place  electro-­‐conductance  jelly  on  the  HRV  strap  and  then  place   the  strap  beneath  their  shirt.  A  device  that  can  be  attached  to  an  already  exposed     91   area  of  the  body  –  preferably  without  the  conductance  jelly  –  would  be  most  ideal.   Something  that  works  similarly  to  the  PN  Pulse  1  Heart  Rate  (i.e.  clipping  to  the   user’s  finger)  would  be  perfect.  Devices  that  are  integrated  into  headphones,  similar   to  what  is  described  in  “Heartphones:  Sensor  Earphones  and  Mobile  Application  for   Non-­‐obtrusive  Health  Monitoring,” 85  would  be  a  possible  solution  as  well.  Perhaps   the  most  ideal  scenario  would  be  to  develop  a  sensor  device  that  is  seamlessly   integrated  into  a  standard  game  controller  (imagine  a  subtle  capacitive  sensor  layer   on   the   sides).   With   this   technology,   a   player   would   be   able   to   engage   with   Nevermind  without  even  having  to  be  overtly  aware  of  the  fact  that  a  sensor  is   reading  his  data.       Longitudinal  Testing   Up  until  this  point,  the  primary  focus  of  testing  in  Nevermind  has  been  on  making   sure  that  both  the  experience  works  (i.e.  the  game  is  ”fun  and  engaging”)  and  the   technology  works  (i.e.  is  the  right  sensor  data  being  communicated  to  and  properly   interpreted  by  the  game).  As  we’ve  demonstrated,  these  questions  can  be  answered   via  short  term  testing  such  as  traditional  game  playtesting.  However,  to  answer  the   question,  “Does  this  experience  actually  help  users  learn  how  to  better  manage   stress?,”  we  would  need  to  perform  much  longer-­‐term  testing  –occurring  over  a                                                                                                                   85    Ming-­‐Zher  Poh,  et  al.,  "Heartphones:  Sensor  Earphones  and  Mobile  Application   for  Non-­‐obtrusive  Health  Monitoring,"  Proc.  of  2009  International  Symposium  on   Wearable  Computers  2009:  153-­‐154     92   series  of  weeks,  months,  or  even  years.  This  level  of  testing  would  ultimately  need  to   be  performed  in  a  more  clinical  manner  than  most  video  games  traditionally  employ   and  may  require  more  game  content  to  be  developed  in  order  to  properly  sustain  it.       More  Casual  Gamer  Playtesting   As  Nevermind  was  intended  to  be  developed  for  as  wide  an  audience  as  possible,  we   wanted  to  ensure  that  it  was  approachable  and  enjoyable  by  both  casual  and  non-­‐ gamers  alike.  However,  we  found  casual  and  non-­‐gamers  to  be  the  most  difficult   demographic  to  include  during  mid-­‐development  playtests.  Their  inexperience  with   video  game  conventions  caused  them  to  be  especially  vulnerable  to  confusion  and   frustration  due  to  incomplete  features  or  assets  and  common  mid-­‐development  in-­‐ game  bugs.  The  data  we  received  when  testing  these  players  earlier  in  development   was  invariably  more  directed  towards  technical  glitches  and  practicalities  (many  of   which  were  known  issues)  as  opposed  to  core  underlying  effectiveness  of  the  design   and  supporting  systems.  Novice  player  feedback  would  be  most  valuable  toward  the   latter  stages  of  development.  Now  that  Nevermind’s  first  iteration  of  content  and   systems  is  complete,  we  feel  the  game  is  ready  to  be  fully  exposed  to  casual  and  non-­‐ gamers  alike  in  order  to  determine  what  further  adjustments  may  need  to  be  made   to  the  experience  in  order  to  ensure  that  it  is  both  broadly  enjoyable  and  impactful.         93   Deeper  Feedback  Response   Now  that  Nevermind’s  proof  of  concept  has  been  developed  to  the  extent  that  we  can   assess  the  player  and  sensor  feedback  loop,  we  feel  that  an  important  next  step  in   enhancing  the  overall  experience  is  to  refine  the  game’s  response  to  the  sensor.   Currently,  the  game  has  a  very  discrete  one-­‐way  response  to  detected  fluctuations  in   the  player’s  stress  levels.  That  is,  if  the  player  becomes  more  stressed,  the  game   becomes  more  difficult  via  audio  and  visual  distortions  as  well  as,  in  some  locations,   increased  motion  impairment.  However,  finding  ways  to  dynamically  manipulate   the  environment,  especially  when  the  player  calms  down,  might  add  an  element  of   positive  feedback  via  the  sensor,  potentially  creating  a  richer  and  ultimately  more   engaging  experience.       Refined  Gameplay   As  discussed  in  the  “Design  Challenges”  portion  of  the  “What  We  Learned”  section   above,  additional  investment  in  design  and  development  experimentation  is  needed   to  find  a  superior  resolution  to  both  the  affect  tolerance  versus  flow  issue  as  well  as   the  “immersive  experience”  versus  “cognitive  challenges”  design  conflict.       More  Gameplay   Although  only  one  level  was  built  over  the  course  of  the  first  phase  of  development,   Nevermind  was  designed  to  sustain  over  10  individual  levels  for  the  player  to     94   explore.  Each  level  could  address  a  different  trauma,  creating  more  unique  content   for  the  player  to  engage  with  as  well  as  additional  opportunities  to  expose  the   player  to  concepts  in  relation  to  PTSD  and  the  nature  of  trauma.       Expanded  Art   I  find  that  one  of  the  most  exciting  prospects  of  video  games  is  that  it  grants  us  the   ability  to  create  a  world  that  doesn’t  abide  by  the  laws  of  reality.  While  we  have   already  employed  a  surreal  artistic  aesthetic,  we  feel  that  the  degree  of  surrealism  in   Nevermind  can  be  pushed  to  a  much  greater  extent.  Moving  forward,  we  intend  to   continue  exploring  new,  compelling  ways  to  show  visual  representations  of  abstract   memories,  ultimately  pushing  the  art  further  beyond  the  boundaries  of  traditional   representation.       Further  Exploration  into  VR   As  discussed  in  the  “Motion  Sickness  and  Virtual  Reality”  section  of  the  “What  We   Learned”  section  above,  a  logical  next  step  for  the  development  of  Nevermind  would   be  to  apply  the  research,  literature  and  hardware  used  in  Virtual  Reality  systems  to   not  only  help  resolve  the  motion  sickness  issue,  but  also  to  find  ways  to  make  the   game  even  more  immersive,  evocative,  and  effective.         95   Better  Playtesting  Metrics  Analysis   Now  that  the  team  is  capturing  a  tremendous  amount  of  data  about  the  player  as  he   engages  with  Nevermind,  one  of  our  next  steps  in  this  realm  would  be  to  find  ways  to   interpret  and  analyze  this  data,  as  well  as  determine  what  additional  data  would  be   helpful  for  us  to  record.    One  feature,  for  example,  that  we  would  like  to  start  using   in  the  near  future  is  an  automatically  generated  “heat  map”  of  the  player’s  stress   levels  locally  correlated  to  areas  within  the  world.  This  would  provide  the  team  a   visual  indicator  of  what,  on  average,  the  general  intensity  ranges  are  for  each  of  the   areas  within  the  level.  We  could  also  allow  the  player  to  see  this  map  once  he  has   completed  a  level  so  that  he  can  reflect  on  his  experience  and  even  return  to  the   level  at  a  later  point  in  time  to  improve  his  reaction  response  to  those  areas  that   affected  him  the  most.       96   Chapter  Ten:  Conclusion     Games  have  the  potential  to  be  a  tremendously  powerful,  immensely  enriching  and   truly  beneficial  medium  within  our  society  and  culture.  In  my  opinion,  Nevermind   serves  as  a  great  example  of  one  direction  that  the  future  of  video  games  may  take   and   demonstrates   the   potential   entertainment   and   enrichment   value   that   biofeedback  input 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Woolf,  Beverly,  Winslow  Burleson,  Ivon  Arroyo,  Toby  Dragon,  David  Cooper,  and       Rosalind  Picard.  “Affect-­‐aware  tutors:  recognizing  and  responding  to       student  affect.”  Int.  J  .Learning  Technology,  4.3  (2009);  129-­‐164       108   Appendix  A  –  Original  Nevermind  Concept  Art       Figure  21  –  Atmosphere  Concept  Art       109     Figure  22  –  Atmosphere  Concept  Art       Figure  23  –  Atmosphere  Concept  Art     110     Figure  24  -­‐  Patient  Pod  Concept  Art     111       Figure  25  -­‐  Clinic  Reception  Concept  Art     112       Figure  26  -­‐  Clinic  Tree  Concept  Art     113     Figure  27  -­‐  Car  Lot  Concept  Art     114     Figure  28  -­‐  Funeral  Storyboard     115   Appendix  B  –  Game  Documentation     Note:  In  some  screens,  the  sensor  debug  data  can  be  seen  in  the  upper  right  corner.   This   data   is   visible   only   in   development   versions   of   the   game   and   will   not   be   viewable  by  the  player  in  the  final  version.         Figure  29  –  Opening  Screen       116     Figure  30  –  Data  Entry   The  player  is  asked  to  enter  in  some  personal  data.  This  will  be  used  later  in  the   game  to  incorporate  his  personal  information  into  the  environment.         Figure  31  –  The  Clinic  Atrium     117   The  Neurostalgia  Institute  is  aesthetically  a  combination  of  a  spa  and  clinic.  This  is   where  the  player  selects  which  patients  to  visit  as  well  as  where  they  can  calm  down   during  intense  moments  within  the  game.       Figure  32  –  The  Clinic  Pod   This  is  a  pod  containing  a  patient.  It  also  serves  as  the  entry  point  into  the  patient’s   mind.         118     Figure  33  –  The  Yard   This  is  the  first  scene  of  the  “Spilled  Milk”  level.  The  player  must  collect  this  photo   before  proceeding  to  any  of  the  other  main  areas  of  the  level.       Figure  34  –  The  Yard     119   Whenever  the  player  collects  a  photo,  it  teleports  to  this  tree.  The  tree  acts  as  an  in-­‐ world   inventory   system   for   the   photos.   It   is   on   this   tree   that   the   player   will   eventually  need  to  arrange  the  right  photos  in  the  right  sequence  to  recreate  the   trauma  narrative.         Figure  35  –  Clean  Hall   When  the  player  first  enters  into  “The  House,”  everything  is  in  a  “clean”  state.  This   represents  the  patient’s  life  and  circumstances  prior  to  the  trauma.       120     Figure  36  –  Clean  Hall:  Detailed  view     Figure  37  –  Clean  Kitchen   Everything  within  this  patient’s  mind  is  scaled  to  be  larger  than  the  player  may   expect.  This  choice  in  sizing  was  made  to  help  convey  to  the  player  that  he  is  seeing   the  world  through  the  memories  of  a  6-­‐year-­‐old  child.       121     Figure  38  –  Clean  Kitchen:  Alternate  Angle     Figure  39  –  Clean  Living  Room   The  Living  Room  was  designed  to  help  communicate  to  the  player  that  this  event   occurred  at  some  point  approximately  during  the  1970’s.       122     Figure  40  –  Clean  Stairway   These  stairs  lead  up  to  the  patient’s  father’s  bedroom.         Figure  41  –  Clean  Bedroom     123   The  Bedroom  before  the  trauma  occurs.  In  the  game,  there  is  a  flickering  light.  When   the  light  is  on,  the  Bedroom  appears  to  be  “normal”  as  it  is  in  this  image.  When  the   light  is  off,  the  Bedroom  transforms  into  its  dark,  warped  state.       Figure  42  –  Clean  Bedroom   When  the  player  turns  off  this  lamp,  the  entire  level  transitions  to  its  “Dark  State.”   That  is,  the  patient’s  world  after  the  father’s  suicide.       124     Figure  43  –  Dark  Bedroom   This  is  the  appearance  of  the  Bedroom  after  the  lamp  has  been  turned  off.  Once  the   level  is  in  its  Dark  State,  the  player  can  begin  engaging  in  puzzles.       Figure  44  –  Dark  Bedroom   Until  the  player  solves  both  puzzles  within  the  Bedroom,  he  cannot  leave  the  room.   The  Bedroom  serves  as  a  tutorial  on  how  to  find  and  solve  puzzles  within  the  game.       125       Figure  45  –  Dark  Bedroom   This  safe  is  one  of  two  puzzles  within  the  Bedroom.         Figure  46  –  Dark  Bedroom   In  order  to  open  the  safe,  the  player  must  discover  the  correct  combination.       126     Figure  47  –  Dark  Bedroom   There  are  books  next  to  the  safe  that  provide  a  clue  as  to  where  the  combination   might  be  found.  The  books’  spines  say  (from  left  to  right),  “The  Solution,”  “vol.  2,”   “That  Which  Lies  Before  You,”  “Can  Be  Realized  Through,”  “That  Which  Has  Been   Left  Behind  You…”     Figure  48  –  Dark  Bedroom     127   The  solution  to  the  safe  combination  lies  in  the  paintings  placed  on  the  opposite   wall.  The  image  on  the  left  is  a  painting  of  a  cow  whose  udders  drip  blood  every  time   the  player  faces  away  from  it.  The  image  in  the  middle  is  that  of  a  gun  permit  as  the   patient  remembered  it.    The  image  on  the  right  is  a  distorted  wedding  photo  of  the   patient’s  parents  in  which  the  father’s  head  is  crossed  out  and  the  mother  is  crying.   The  safe’s  combination  is  “milk,”  “gun,”  and  “sorrow.”     Figure  49  –  Dark  Bedroom   The  tea  cup  placement  task  is  the  second  puzzle  in  the  Bedroom.  The  player  needs   to  find,  pick  up,  and  place  the  three  teacups  within  the  room  on  the  three  saucers  on   the  dresser.    This  puzzle  is  intentionally  simple.  It  exists  to  familiarize  the  player   with  the  skills  he  will  be  using  in  future,  more  complex  puzzles.         128     Figure  50  –  Dark  Staircase   The  literally  twisted  staircase  the  player  must  descend  to  return  to  the  rest  of  the   House.       Figure  51  –  Dark  Hallway   This  is  the  dirty  and  unpleasant  Hallway  after  the  Dark  State  has  been  initiated.       129     Figure  52  –  Dark  Hallway   This  door  represents  the  bathroom  door.  When  the  player  interacts  with  it  in  the   Clean  State,  he  will  hear  the  patient’s  mother  say  “go  see  your  father”  amidst  shower   sounds.  When  he  interacts  with  it  in  the  Dark  State,  he  hears  a  much  more  distorted,   angry  version  of  the  mother.  The  “Bathe  In  Woes”  text  serves  as  a  clue  to  the   refrigerator  puzzle  in  the  Dark  State  of  the  kitchen.       130     Figure  53  –  Dark  Hall   This  image  is  an  example  of  the  player’s  personal  information  being  used.  The   player’s  current  address  is  depicted  as  a  painting  in  the  Hallway.         Figure  54  –  Dark  Hallway     131   The  photos  the  player  collects  in  the  Dark  Hallway.  The  photo  says  “Me  trying  to   pour  some  milk.  I  made  such  a  mess.”     Figure  55  –  Dark  Living  Room   The  Dark  Living  Room  features  a  jigsaw  puzzle.  The  player  must  first  collect  the   pieces  of  the  jigsaw  puzzle  before  he  can  complete  it.  Each  puzzle  piece  is  lit  in  the   very  dark  room  in  order  to  guide  the  player  toward  it.  However,  as  the  player   becomes  stressed,  the  light  dims;  making  it  more  difficult  for  the  player  to  find  them.   If  the  player  becomes  maximally  stressed,  the  lights  completely  disappear  until  the   player  returns  to  a  more  calm  state.       132     Figure  56  –  Dark  Living  Room   This  image  shows  the  jigsaw  puzzle  partially  completed.       Figure  57  –  Dark  Living  Room   As  the  player  collects  pieces,  there  are  “faced”  objects  that  antagonize  the  player   should  he  get  too  close  to  him.         133     Figure  58  –  Dark  Living  Room   This  is  an  example  of  the  jigsaw  puzzle  almost  fully  complete.  The  image  shows  the   Funeral  scene  and  serves  as  foreshadowing  for  what  lies  ahead  of  the  player.  When   the  player  completes  the  puzzle,  a  statue  holding  a  photo  appears  behind  him.       Figure  59  –  Dark  Living  Room     134   When  the  player  enters  an  area  in  which  the  world  is  actively  responding  to  his   stress  levels,  like  the  Living  Room,  the  insignificant  portions  of  the  location  become   blurred  out.  We  do  this  to  communicate  to  the  player  what  area  is  important  and   what  area  is  not.  When  the  player  leaves  the  active  area,  the  visuals  return  to   “normal.”     Figure  60  –  Dark  Kitchen   The  Dark  Kitchen  represents  where  the  patient  spilled  the  milk.  Here,  we  play  with   the  theme  of  milk  and  blood  as  well  as  dirty  and  pure.  This  symbolism  represents   the  patient’s  unresolved  sense  of  guilt  for  being  responsible  for  her  father’s  death.       135     Figure  61  –  Dark  Kitchen   Blood  having  spilled  from  the  milk  carton.     Figure  62  –  Dark  Kitchen   The   refrigerator   puzzle   is   the   primary   challenge   in   the   kitchen.   The   player   is   presented  with  magnetic  letters  that  spell  “White  As  Bone.”       136     Figure  63  –  Dark  Kitchen   The  player  must  rearrange  these  letters  to  spell  “Bathe  In  Woes.”       Figure  64  –  Dark  Kitchen   When  the  player  correctly  rearranges  the  letters,  the  refrigerator  opens  up  to  reveal   a   maze   of   abstracted   barriers   and   ambiguous   hanging   bags.     The   player   must   traverse  through  the  maze  to  find  the  photo  and  escape.     137     Figure  65  –  Dark  Kitchen   If  the  player  becomes  stressed  at  any  point  while  in  the  kitchen,  milk  will  begin  to   flood  the  room  and  impede  his  visibility  and  movement.       Figure  66  –  Dark  Kitchen     138   When   the   player   collects   the   photo   at   the   end   of   the   maze,   all   of   the   barriers   disappear  and  the  player  can  walk  out  through  the  refrigerator  door  and  back  into   the  kitchen.       Figure  67  –  Car  Lot  Maze   After  the  player  has  collected  all  of  the  photos  in  the  House,  he  is  able  to  go  to  the   Car  Lot  Maze.  The  Car  Lot  Maze  is  a  representation  of  the  mother’s  lie  to  the  patient   about   her   father’s   death.   As   such,   it   is   intended   to   be   the   most   surreal   and   unpleasant  areas  of  the  entire  level.     139     Figure  68  –  Car  Lot  Maze   This  photo  that  the  player  finds  in  the  first  portion  of  the  maze  is  a  “red  herring”   photo.  It  is  not  one  of  the  five  photos  that  tells  the  true  story  of  the  trauma’s   narrative.     Figure  69  –  Car  Lot  Maze     140   The  Car  Lot  Maze  is  like  the  Kitchen  Refrigerator  Maze  in  that  it  presents  the  player   with  a  claustrophobic  gauntlet  of  twists  and  turns  through  which  he  must  navigate.   However,  the  Car  Lot  Maze  uses  audio  cues  to  help  guide  the  player  along.  There  is  a   persistent  sound  of  a  car  horn  playing  throughout  the  maze.    When  the  horn  is  loud,   the  player  is  going  in  the  right  direction.  When  the  horn  starts  to  fade  out,  the  player   is  going  in  the  wrong  direction.  The  more  stressed  the  player  becomes  in  the  Car  Lot   maze,   the   more   distorted   the   visual   and   aural   landscape   becomes,   making   it   significantly  more  difficult  to  navigate  through  the  maze.       Figure  70  –  Car  Lot  Maze   When  the  player  runs  into  a  dead  end,  he  must  confront  an  aspect  of  the  patient’s   memory.     141     Figure  71  –  Car  Lot  Maze   At  the  end  of  the  Car  Lot  maze  is  a  room  that  reveals  the  lie  to  the  player  both   visually  and  aurally.     Figure  72  –  Yard     142   When  the  player  completes  the  Car  Lot  Maze  he  will  have  nine  of  the  ten  photos   required.  The  final  photo  can  be  found  in  the  Funeral  area  which  is  inaccessible  until   the  competition  of  the  Car  Lot  Maze.       Figure  73  –  Funeral   To  reach  the  puzzle  within  the  Funeral  area,  the  player  must  first  proceed  through   several   rows   of   moving   church   pews.   The   pews   are   constantly   moving   and   whenever  they  touch  the  player,  he  will  take  damage.  The  more  stressed  the  player   becomes,  the  faster  the  pews  move.           143     Figure  74  –  Funeral   Sitting  on  the  pews  are  figures  who  stare  at  the  player  as  he  proceeds  through.       Figure  75  –  Funeral   After  the  player  has  escaped  past  the  pews,  he  must  then  complete  a  water-­‐wheel   puzzle  using  teacups  to  open  the  coffin  and  obtain  the  final  photo.         144     Figure  76  –  Funeral   When  the  coffin  is  opened,  the  father  and  his  gunshot  wound  is  revealed  inside  the   coffin.   The   player   will   now   be   able   to   collect   the   final   photo   and   attempt   to   rearrange  the  photos  to  reconstruct  the  patient’s  memory  of  the  trauma.       145   Appendix  C  –  Narrative   The  Neurostalgia  Institute   The  Neurostalgia  Institue  is  a  clandestine  organization  that  exists  to  help  individuals   who  have  suffered  a  terrible  event  in  their  past,  ultimately  guiding  them  to  a  state  in   which  they  can  start  to  recover  from  the  trauma.  The  labs  achieve  this  via  a  highly   unorthodox  procedure  that  involves  one  of  their  trained  clinicians,  “a  Neuroprober”   to  virtually  enter  into  the  mind  of  the  patient  and  try  to  piece  together  the  memories   of  what  occurred  at  the  time  of  the  trauma.  Once  the  event  has  been  successfully   reconstructed,  the  patient  can  start  to  understand  and  accept  what  happened  to  him   or  her  and,  from  there,  finally  begin  the  journey  towards  recovery.       The  player  character  is  one  of  the  newest  Neuroprobers  on  the  team  –  so  new,  in   fact,  that  the  game  starts  with  the  player  having  to  fill  out  his  entry  paperwork  prior   to  starting  his  first  day  on  the  job.  Everyone  at  the  lab  is  very  excited  for  the  player’s   arrival.  While  it  seems  as  though  they’re  simply  eager  for  a  new,  sharp  Neuroprober   to  be  joining  the  team,  unbeknownst  to  the  player-­‐character,  their  forced  optimism   is  more  due  in  part  to  the  fact  that  all  of  the  previous  advanced  Neuroprobers  have   had  to  go  into  intense  therapy  and  rehabilitation  themselves  after  witnessing  some   of  what  they  encountered  within  the  “advanced-­‐trauma”  minds.       146   Seeing  what  happened  to  their  colleagues,  the  lower-­‐level  Neuroprobers  all  declined   “promotions”  to  fill  their  advanced  predecessors’  shoes  –  no  matter  how  many   assurances  the  officials  made  that  safeguards  have  since  been  implemented  into  the   system  to  prevent  their  employees  from  consumed  by  madness.       Nonetheless  while  the  player  character  isn’t  exactly  sure  why  he  is  met  with  so   much  enthusiasm  or  why  he  is  hired  as  an  advanced  Neuroprober  despite  his  lack  of   experience,  he  is  eager  to  get  started.       In   brief,   the   procedure   that   every  Neuroprober  follows  involves  virtually  going   inside  the  patient’s  mind.  Within  these  minds,  the  inside  is  fragmented  and  –  by   normal   standards   –   completely   illogical,   dark,   and   twisted   beyond   rational   comprehension.  Inside  the  mind,  the  Neuroprober  must  find  pieces  of  the  memory   of  what  happened  at  the  time  of  the  trauma.  These  pieces  are  represented  to  the   Neuroprober  as  Polaroid  photographs.  Not  all  photographs  pertain  to  the  missing   memory   some   may   have   been   wrongly   absorbed   from   unrelated   events   in   the   patient’s  life  –  while  others  may  have  been  completely  fabricated.       As   such,   it   is   the   Neuroprober’s   responsibility   to   always   be   aware   of   his   surroundings  while  Intra-­‐mentus  (within  the  patient’s  mind).  If  the  Neuroprober  is   savvy  enough,  the  mind  will  inadvertently  provide  all  the  clues  he’ll  need  to  be  able   to   piece   the   puzzle   together.   Once   the   Neuroprober   feels   he   has   successfully     147   constructed  the  memory  by  placing  the  right  photographs  in  the  correct  order,  he   will  leave  the  mind,  wake  up  the  patient,  and  observer  the  results  of  his  actions.     Fortunately   for   the   player,   the   experts   who   architected   the   Nevermind   process   learned  from  the  unfortunate  consequences  of  sending  even  top  Neuroproers  into   the   most   fragmented   minds   -­‐  and  have  since  set  up  safe  guards  for  the  new   Neuroproers  who  have  come  in  to  replace  them.  As  such,  the  Neuroprober  will  be   closely  monitored  –  if  the  darkness  of  the  patient’s  mind  starts  to  seep  into  the   psyche  of  the  Neuroprober’s  mind,  the  lab  will  eject  the  Neuroprober,  give  him  a   chance  to  regroup,  and  let  him  enter  again  once  he  is  ready.       This  safeguard  is  particularly  important  as  “the  darkness”  can  seep  in  via  a  couple  of   ways.  First  and  foremost,  the  imagery  can  be  so  disturbing  that  it  impacts  the   Neuroprober  on  a  deep  and  personal  level.  Additionally  Nevermind  Labs  have  found   that  the  dangers  within  the  patient’s  mind  are  driven  by  deep  emotional  resonance,   and  thus  are  amplified  when  it  detects  the  Neuroprober’s  fear  and  anxiety.  These   dangers  can  become  so  pronounced  that  they  can  literally  lash  out  and  attack  the   Neuroprober.       Nevermind  Laboratories  sincerely  hopes  that,  with  these  new  safeguards,  you  will   find  more  success  than  your  predecessors.  After  all,  you  are  now  their  only  chance   for  finally  helping  the  patients  that  have  suffered  the  most.     148       Spilled  Milk  –  The  World  Inside  the  Patient’s  Mind   After  a  happy  summer  day  playing  tea  party  outside,  Patient  A  –  at  the  age  of  6  –   returned  home,  thirsty  for  a  glass  of  milk.  Despite  a  herculean  effort  even  getting  the   milk  in  the  first  place,  when  it  came  time  to  pour  it  from  the  carton,  it  slipped  from   her  tiny  hands  and  spilled  all  over  the  floor.  Stricken  with  shame  and  guilt,  and  too   young  to  know  to  simply  clean  it  up  herself,  she  panicked  and  looked  for  a  parent  to   tell  what  happened.  She  rushed  upstairs  and  saw  that  her  parents’  bedroom  door   was  slightly  ajar.  As  she  pushed  the  door  open  to  ask  her  parents  what  to  do,  she   saw  her  father  holding  a  gun  to  his  head,  muttering  to  himself.  Shocked  by  her   sudden  arrival,  his  gaze  met  hers  for  a  split  second,  and  then  he  shot  himself  in  the   mouth.       Patient  A  witnessed  everything  –  but,  after  even  only  a  few  days,  remembered   nothing.  Trying  to  protect  her  daughter  from  ever  remembering  the  horrendous   experience,  her  mother  started  telling  her  that  daddy  simply  died  in  a  car  accident  –   being  careful  that  none  of  their  friends  or  acquaintances  ever  indicated  otherwise.       With  the  memory  clouded  over  and  no  reason  not  to  believe  her  mother,  the  patient   grew  up  believing  that  she  lost  her  father  in  a  car  accident.  However  her  buried   trauma  still  lurked  within  her,  and  she  always  carried  a  tremendous  amount  of  guilt     149   that  she  never  was  able  to  understand.  Even  at  the  funeral,  she  couldn’t  help  but  feel   that  everyone  there  was  angry  with  her  and  blamed  her  for  the  event.       As   the   years   passed,   she   never   gave   these   issues   too   much   consideration   –   attributing  them  only  to  lingering  grief  over  the  loss  of  her  father.    However,  very   shortly  after  the  passing  of  her  mother,  what  was  once  slight  discomfort  became   unbearable  agony.  The  guilt  and  repressed  memories  that  had  been  festering  within   her  subconscious  were  flooding  into  her  life  and  destroying  everything  in  her  path.   She  suddenly  found  herself  unable  to  tolerate  any  kind  of  eye  contact  and  began  to   drown  herself  in  debilitating  guilt  for  even  the  smallest,  most  trivial  mistakes.    As  a   result,   her   neuroses   slowly   compromised   her   career,   her   friendships,   and   –   ultimately  –  the  ability  to  function  in  the  real  world.       Despite  this  sudden  change,  she  still  was  unable  to  remember  what  happened  to   cause  this  downward  spiral  and  neither  she  –  nor  any  of  her  therapists  –  have  been   able  to  discover  the  root  of  the  trauma.  As  such,  she  was  sent  to  the  Clinic  in  the   hope  that  a  Neuroprober  might  be  able  to  discover  the  problem  and  help  her  finally   put  a  face  to  this  unknown  demon.  It  is  only  then  that  she  will  be  able  to  identify,   own,  and  finally  process  the  events  that  have  been  secretly  haunting  her  for  all  these   years.       150   Appendix  D  –  Usability  Report     The   following   data   was   prepared  by   Nevermind’s  usability  lead,  Konstantin   Brazhnik.  The  Test  Plan  was  authored  by  Konstantin  Brazhnik  and  Nevermind  game   designer,  DuckSoo  Choi.       Excepts  from  Test  Plan:     Test  Plan  Introduction:  As  Nevermind  is  a  horror  game,  the  goals  in  the  game  can   be  intentionally  hidden  from  players.  Also,  as  we  are  planning  for  a  first  playtesting   session   of   Nevermind   at   its   early   development   stage,   the   arts   and   assets   that   represent  the  storyline  of  the  game  might  not  be  applied  by  our  testing  date.  Thus   our  goal  from  this  usability  testing  might  not  necessarily  focus  on  the  final  ‘win’   state  of  the  game.  Rather,  our  goal  will  focus  on  the  maneuver  of  in-­‐game  character,   readability  of  small  goals,  and  possibly  more         User  Specification:     Age:  15+   As  Nevermind  will  deeply  involve  physiological  aspects  of  the  human  mind   often   with   gruesome   imagery,   the   game   will   be   strictly   advised   against   children.     Gender:  Any     Player  Category:   Casual     1  –  3  hours  gameplay  per  week     151   Casual  group  will  provide  us  information  about  the  usability/playability   of  Nevermind  for  general  public.   Hardcore   10  hours  or  more  gameplay  per  week   Hardcore   group   will   provide   us   information   about   the   difficulty/fun   level  of  Nevermind  for  the  audiences  with  game  experience.   Platform   Nevermind  is  at  the  moment  developed  for  PC.  But  for  future  reference,   asking   which   platforms   our   playtester   base   owns   can   be   a   valuable   information.(And  possibly  how  many  hours  on  each)     Previous  Games  Played   Puzzler   Nevermind  has  a  lot  of  puzzle  elements  in  the  game.  It  might  be   interesting  to  know  how  puzzlers  evaluate  our  puzzles.   List  most  famous  puzzle  games:  Myst,  Gears,  Wood  Labyrinth,  etc   Horror  Games   Even  though  there’s  separate  section  for  Horror  genre,  it  would  be   good  to  know  what  kind  of  horror  games  player  has  played.   Listing  some  major  horror  games  like  Alan  Wake  would  be  good  but   also  leaving  some  parts  blank  for  them  could  be  more  helpful   If  there’s  any  particular  set  of  games  we’d  like  our  players  played,  add   here.     Sensibility  Toward  Horror  Genre   Newbies   Less  than  1  horror  movie  or  any  other  entertainment  media  per  year   This   group   will   give   us   respective   fear   level   for   general   public   and   possibly  provide  design  insights  on  what  makes  people  fear.   Fearless   5+  horror  movies  or  any  other  entertainment  media  per  year   Identify  themselves  good  at  handling  fears   This  group  will  give  us  information  on  the  uniqueness  of  Nevermind’s   fear  factors  and  possibly  the  differences  with  other  horror  genres  (as  the   game  relates  to  actual  psychological  theory)     Medical  History   MDAT?   Nevermind   is   designed   to   recreate   a   person’s   mind   that   has   certain   medical  conditions.  The  game’s  final  goal  might  be  to  aid  the  people  with   these  illnesses  but  at  the  moment,  the  game  is  on  very  early  stage  to   expect  what  the  outcome  might  be.  To  be  certain,  it  seems  good  idea  to   not  select  anyone  who  might  have  similar  conditions  as  the  in-­‐game     152   character  has.  In  case  we  do  decide  to  test  such  person,  we  should   absolutely  warn  the  player  for  its  contents  before  the  game  actually  start.   Other  possible  medical  conditions   Maybe  not  directly  asking  a  name  of  illness,  it  might  be  wise  to  ask  if   player  has  any  personal  experience  that  resembles  the  one  of  in-­‐game   character.  The  question  shouldn’t  be  too  obvious  but  should  be  able  to   warn  us  for  possible  undiagnosed  psychological  trauma.     Discussion  Details:      Each   playtesting   session   will   last   approximately   30   minutes,   20   minute   playtime  and  10  minute  briefing/feedback  time.      Main  things  that  will  be  tested  on  this  build/usability  session  will  be  the   puzzles  and  general  play  experience  of  Spilled  Milk  level.    It  might  be  a  good  idea  to  not  tell  anything  to  one  group  and  tell  basic   objectives   (and   possibly   high   concept)   to   another   to   see   if   there’s   any   difference   in   experiencing   Nevermind.   Also,   we   may   start   a   playtester   without  no  background  information  and  fill  him  in  with  information  after   the  half  of  his  playtime.     Game  Mechanic  Goals:     In  1  minute:  Player  knows  how  to  control  character  and  have  no  problem   identifying  interact-­‐able  objects  in  game.     In  5  minutes:  Player  figures  out  correct  routes  to  progress  through  the  level  and   not  confused  of  short-­‐term  goals.     Win  State:  The  win  state  is  clearly  distinguishable  and  easily  recognizable  at  the   end  of  each  puzzles  and  levels.     Difficulty  Level:  Player  can  finish  each  puzzle  within  expected  time.       Atmosphere  changes:  Player  notices  changes  within  game  level  as  he  progresses.     Entertainment  Value:  Player  enjoys/gets  scared  playing  Nevermind.     Graphics:  Player  recognizes  the  arts  in  the  game  and  fails  to  comprehend  the  arts   in  the  game  on  places  the  game  intends  to  do  so.     Study  Setup:     Test  Room   Setup:  Simple  Single  Room  Setup   Location:  RZC  Usability  Lab  at  2nd  Floor       153   Test  Schedule  per  user   Total  30  minutes     3  Minute  Briefing   Test  monitor  educates  the  player  wit  Think  Out  Loud  concept   Test  monitor  erases  the  player  from  feeling  judged   Test  monitor  removes  the  player  from  being  polite  and  nice  about  the  game   Test  monitor  tells  the  limit  of  his/her  ability  to  provide  information  about  the   game  during  gameplay   Test  monitor  tells  the  player  to  start  playing  the  game  (after  properly  setup)     20  Minute  Gameplay   No  specific  information  is  given  to  player  during  gameplay   One  person  drives  player  through  mic  while  other  writes  down  briefly  player’s   movements,  actions  and  reactions.     7-­‐10  Minute  Post  Game  Questionnaire  and  Debriefing   Ask  prepared  questions   Ask  if  player  has  any  recommendation  about  the  game     Post  Game  Questionnaire:     Have  you  enjoyed  playing  our  game?  Describe  the  scale  from  1  to  10,  10  being  best.   How  hard  was  the  game  for  you?  How  long  did  you  take  and  in  that  time,  did  you   think  you  were  not  good  at  this  game?   Was  the  goal  of  this  game  clear  to  you  at  every  single  moment?   Do  you  think  this  game  was  easier  to  beat  than  holding  actual  transparent  labyrinth   cube  on  your  hands?   Do  you  have  any  future  suggestion  for  this  game  to  make  it  more  fun  or  accessible?         154     Playtest  1   Date  Held:  October  13,  2011   Number  of  Participants:  8     User  Reported  Data:       Figure  77  –  Playtest  1:  User  Reported  Data       Figure  78  –  Playtest  1:  User  Reported  Data     155     Figure  79  –  Playtest  1:  User  Reported  Data     Figure  80  –  Playtest  1:  User  Reported  Data     156     Figure  81  –  Playtest  1:  User  Reported  Data       157   Playtest  2   Date  Held:  November15,  2011   Number  of  Participants:  8     User  Reported  Data:       Figure  82  –  Playtest  2:  User  Reported  Data       Figure  83  –  Playtest  2:  User  Reported  Data     158       Figure  84  –  Playtest  2:  User  Reported  Data       Figure  85  –  Playtest  2:  User  Reported  Data       159     Figure  86  –  Playtest  2:  User  Reported  Data       Figure  87  –  Playtest  2:  User  Reported  Data       160     Figure  88  –  Playtest  2:  User  Reported  Data       161   Playtest  3   Date  Held:  Februrary,  2012   Number  of  Participants:  9     User  Reported  Data:       Figure  89  –  Playtest  3:  User  Reported  Data       Figure  90  –  Playtest  3:  User  Reported  Data     162       Figure  91  –  Playtest  3:  User  Reported  Data       Figure  92  –  Playtest  3:  User  Reported  Data     163       Figure  93  –  Playtest  3:  User  Reported  Data       Figure  94  –  Playtest  3:  User  Reported  Data     164       User  BPM  and  DVANN  Rates  in  Playtest  3:       The  figures  below  show  8  of  the  9  players’  BPM  and  DVANN  rates  as  they  play   through  the  level.  DVANN  represents  the  standard  deviation  of  the  RR  values  that   was  calculated  over  the  course  of  five  minutes  –  from  which  we  extrapolate  an   approximation  of  the  players’  Heart  Rate  Variability.  In  other  words,  this  is  the   measure  we  use  to  determine  the  player’s  stress  levels.    The  red  line  indicates  the   DVANN  and  the  blue  line  indicates  the  BPM.           Figure  95  –  HR  and  DVANN  Data  from  Playtester  #17       165     Figure  96  –  HR  and  DVANN  Data  from  Playtester  #18       Figure  97  –  HR  and  DVANN  Data  from  Playtester  #19       166     Figure  98  –  HR  and  DVANN  Data  from  Playtester  #21       Figure  99  –  HR  and  DVANN  Data  from  Playtester  #22       167     Figure  100  –  HR  and  DVANN  Data  from  Playtester  #23     Figure  101  –  HR  and  DVANN  Data  from  Playtester  #24     168     Figure  102  –  HR  and  DVANN  Data  from  Playtester  #25 
Asset Metadata
Creator Reynolds, Erin Elizabeth (author) 
Core Title Nevermind: creating an entertaining biofeedback-enhanced game experience to train users in stress management 
Contributor Electronically uploaded by the author (provenance) 
School School of Cinematic Arts 
Degree Master of Fine Arts 
Degree Program Interactive Media 
Publication Date 05/08/2012 
Defense Date 05/07/2012 
Publisher University of Southern California (original), University of Southern California. Libraries (digital) 
Tag biofeedback,game,heart rate variability,horror,hrv,OAI-PMH Harvest,sensor,Stress,stress management,Terror,video game 
Language English
Advisor Gotsis, Marientina (committee chair), Gibson, Jeremy (committee member), Kratky, Andreas (committee member), Rogers, Scott (committee member) 
Creator Email eereynol@usc.edu,erin.reynolds@gmail.com 
Permanent Link (DOI) https://doi.org/10.25549/usctheses-c3-36104 
Unique identifier UC11289375 
Identifier usctheses-c3-36104 (legacy record id) 
Legacy Identifier etd-ReynoldsEr-809.pdf 
Dmrecord 36104 
Document Type Thesis 
Rights Reynolds, Erin Elizabeth 
Type texts
Source University of Southern California (contributing entity), University of Southern California Dissertations and Theses (collection) 
Access Conditions The author retains rights to his/her dissertation, thesis or other graduate work according to U.S. copyright law.  Electronic access is being provided by the USC Libraries in agreement with the a... 
Repository Name University of Southern California Digital Library
Repository Location USC Digital Library, University of Southern California, University Park Campus MC 2810, 3434 South Grand Avenue, 2nd Floor, Los Angeles, California 90089-2810, USA
Abstract (if available)
Abstract Nevermind is a PC-based biofeedback-enhanced exploration horror game that challenges the player to go outside of his psychological comfort zone. Players are asked to either bravely face the fear and stress of an unknown ever-changing space (and thus be rewarded with progress) or to retreat, turning their back not only on the source of their fears, but also on their character, other in-game characters, or – more importantly – themselves. While many games already employ this technique to a certain extent, Nevermind’s use of biofeedback technology isolates the problem of fear and stress, making it a concrete, measurable entity that can be identified and addressed on a very direct and personal level.  The high entertainment value of the game serves to compel players to push further to find out “what happens next” - and, in turn, the demand to venture into the terrifying unknown and return unscathed (both as a player and as a person) encourages players to push beyond boundaries of fear in their own lives. 
Tags
biofeedback
heart rate variability
horror
hrv
sensor
stress management
video game
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University of Southern California Dissertations and Theses
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University of Southern California Dissertations and Theses 
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