Emotionally responsive games where the calmest contestant wins are being developed for young people with their mental health
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.
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