A new game created at USC’s Interactive Media and Games Division gets scarier and more difficult if the player shows signs of fear.
from Discovery News:
The game uses a Garmin cardio chest strap to monitor a player’s heart rate to gauge the gamer’s “fight or flight” response. Players assume the role of a “neuroprober” at the Neurostalgia Institute where gamers must recover the horrific, repressed memories of traumatized patients. Players must solve puzzles, find Polaroid photos and face nerve-wracking, terrifying scenarios to rid a patient’s subconscious of each memory. However, if the heart monitor detects the gamer is showing fear, then the game becomes more difficult.
Why I’m Curious:
This game combines so many things I’m fascinated by–horror, psychology, game innovation. Biofeedback is a powerful feature to make game experiences more realistic and immersive. With funding, this could be a powerful (and terrifying!) new feature in commercial video games. It could also be used in therapy for patients with phobias and anxieties.