By Jamaal Ryan
Teaching coping skills is difficult.
I remember in my last internship in grad school at a
community mental health center, I was coaching coping skills to a client who I diagnosed
with Panic disorder, an anxiety based disorder where the individual suffers
from a series uncontrollable panic attacks. Medications such as Xanax are popular,
though sometimes ineffective, prescribed solution thanks to their addictive
elements.
In order for it to be successful, it had to be in vivo. Let’s
talk about what makes you stressed; now let’s build some positive rationalizing
affirmations, and we’ll close with some stress management techniques. It’s a
delicate process that often requires the presence of a counselor, and is often
difficult for one to build on their own.
Enter Nevermind, a
biofeedback driven horror game Kickstarted by Erin Reynolds, formerly of Zynga,
that sinks players into the nightmarish subconscious minds of trauma victims in
which they must complete a set of puzzle based objectives. The anchor of this
concept is how the experience can be driven by biofeedback. Nevermind is a realization of the hypothetical
horror title that responds to the player biometrics. As your heart rate rises,
the game instills sensory obfuscations such as static, environmental
distortions, and jarring music.
What’s fascinating about Nevermind
is how it gamifies the practice of developing coping skills. When the game
reacts with sensory distortions, you’ll need to use whatever means to slow your
heart rate in order to make progress smoother. Deep breathing, thought stopping,
self-talk, all of these are common coping skills in which may be used while
playing Nevermind.
While wearable technologies such as the Oculus Rift and
heart rate monitors for the PC and Mac versions of the game will enhance the
experience on those platforms, what’s most exciting is the consideration of
Xbox One support. Reynolds has been in talks with Microsoft about how the
Kinect Sensor, which is capable of detecting facial blood flow, can stand in
place as biofeedback.
With only a week left in its Kickstarter campaign, Nevermind has a ways to go until it
reaches it $250,000 goal since that as of this writing, only just under $60,000
has been pledged in the past 10 days.
But this idea of biofeedback based horror titles cannot and
likely will not die if this campaign is unsuccessful, perhaps not even Nevermind itself. There is demand from
the community for this type of integration in the horror genre as there have
been talks about it being on both the PC and Xbox One platforms. In addition,
such a concept is too important for mental health. Microsoft has been supportive
of Kinect’s use in the medical field, and knowing that they’ve already considered
Nevermind, it’s easy to imagine this
technology expanding to the mental health field.
Software such as Nevermind
can be utilized for recovery for those diagnosed with PTSD and other anxiety
disorders with the proper clinical rational. If nothing else, it’ll make for really
cool horror games.
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