And breathe: the computer games helping kids relax
On the unassuming second-floor office of a tech startup in Clerkenwell, London, Simon Fox is teaching me how to breathe. “You’re not trying to shove your stomach out with muscular force,” advises the design director of BfB Labs. “Instead, what you’re trying to do is feel your lungs expanding into your body. You don’t want to breathe hard, but you do want to be breathing into the bottom of your lungs.”
Clipped to my earlobe is a tiny heart-rate monitor, linked to a Bluetooth device that is attached to my T-shirt. I’m here to try out what Fox and his colleagues have dubbed emotionally responsive gaming (ERG): computer games designed to increase players’ resilience to mental health problems by using biofeedback to monitor and reward their ability to remain calm under pressure.
Between rounds in Champions of the Shengha, the company’s first offering, gamers must spend about a minute practising the kind of diaphragmatic breathing that is widely recommended as a relaxation technique; the more successfully they control their breathing, the more gems they win to spend on weapons and spells to defeat their opponents. In fact, it’s not the breathing itself that is tracked, but the player’s heart-rate variability (HRV), which increases in response to diaphragmatic breathing and lower levels of stress. A higher variation shows a body with a healthy ability to relax and respond to events.
That sounds pretty easy, I think, especially as I’m not really bothered how I fare in the fantasy-themed battling game (“Like Top Trumps but with way more interesting stuff going on,” is Fox’s explanation to a non-gamer). On my first attempt, I get four gems out of a possible 10; not bad for a first try, says Fox, who cites his own experiences of chronic anxiety as a driving force in his work. I’m determined to do better next time.
Hiç yorum yok:
Yorum Gönder