Proceedings of the 3rd International Conference on Physiological Computing Systems 2016
DOI: 10.5220/0005948400880097
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Space Connection - A Multiplayer Collaborative Biofeedback Game to Promote Empathy in Teenagers: A Feasibility Study

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Cited by 7 publications
(14 citation statements)
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“…The most common application contexts for social biofeedback are social play and tele-social communication (both n=14, 22% each). Social play use cases range from multiplayer virtual reality (VR) gameplay (n=5, [29-31, 45, 63]) to video gaming (n=3, [32,95,107,142]), tabletop gameplay (n=3, [2,32,40]), mobile (n=2, [71,73]) and outdoor gameplay (n=1, [87]). Use cases for tele-social communication are primarily in remote nonverbal communication (n=9, [3,41,58,65,77,91,125,133,135]), followed by text-messaging (n=4, [52,67,80,81]) and video chatting (n=1, [70]).…”
Section: General Study Characteristicsmentioning
confidence: 99%
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“…The most common application contexts for social biofeedback are social play and tele-social communication (both n=14, 22% each). Social play use cases range from multiplayer virtual reality (VR) gameplay (n=5, [29-31, 45, 63]) to video gaming (n=3, [32,95,107,142]), tabletop gameplay (n=3, [2,32,40]), mobile (n=2, [71,73]) and outdoor gameplay (n=1, [87]). Use cases for tele-social communication are primarily in remote nonverbal communication (n=9, [3,41,58,65,77,91,125,133,135]), followed by text-messaging (n=4, [52,67,80,81]) and video chatting (n=1, [70]).…”
Section: General Study Characteristicsmentioning
confidence: 99%
“…Distributed [29], [3], [26], [27], [30], [31], [33], [41], [45], [58], [60], [61], [63], [65], [70], [85], [94], [95], [107], [109], [113], [82], [125], [135] [52], [67], [73], [72], [80], [78], [75], [81],…”
Section: Physical Contextmentioning
confidence: 99%
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“…Our ability to empathize, as well as ways to enhance this behavior have been the object of intensive studies in the past decades. Existing efforts include using biofeedback to enhance emotional awareness, regulation, social presence and interaction (e.g., through biofeedback collaborative video games for teenagers [18], raw biosignal streaming for couple counseling [16], augmented video recall for doctors [22], or inner state display through tangible avatars for managers [13]). Lux et al [17] offers a landscape of existing approaches.…”
Section: Introductionmentioning
confidence: 99%