Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Hossan, Md Mosharaf, Tasnim, Rifat Ara, Eishita, Farjana Z
Format: Preprint
Veröffentlicht: 2025
Schlagworte:
Online-Zugang:https://arxiv.org/abs/2511.19934
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
_version_ 1866908673718091776
author Hossan, Md Mosharaf
Tasnim, Rifat Ara
Eishita, Farjana Z
author_facet Hossan, Md Mosharaf
Tasnim, Rifat Ara
Eishita, Farjana Z
contents Serious games for health are designed with specific health objectives and are increasingly being used in mental health interventions. Leveraging sensor equipped handheld devices such as smartphones and smartwatches, these games can provide accessible and engaging therapeutic environments. This study introduces a heart rate (HR) controlled game to aid players manage stress by adjusting gameplay according to their biometric feedback. We aimed to determine how HR-based controls influence their experience and if it can be used to reduce stress. Findings from a controlled experiment revealed that HR controlled gameplay reduced negative and increased positive emotions. Also, players exhibited relatively less cardiac reactivity in HR adaptive target based gameplay. This highlights the promise of biometric feedback based gamified digital environments in supporting accessible mental health support.
format Preprint
id arxiv_https___arxiv_org_abs_2511_19934
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Can You Keep Calm?: Adaptive Gameplay using Heart Rate as a Controller
Hossan, Md Mosharaf
Tasnim, Rifat Ara
Eishita, Farjana Z
Human-Computer Interaction
Serious games for health are designed with specific health objectives and are increasingly being used in mental health interventions. Leveraging sensor equipped handheld devices such as smartphones and smartwatches, these games can provide accessible and engaging therapeutic environments. This study introduces a heart rate (HR) controlled game to aid players manage stress by adjusting gameplay according to their biometric feedback. We aimed to determine how HR-based controls influence their experience and if it can be used to reduce stress. Findings from a controlled experiment revealed that HR controlled gameplay reduced negative and increased positive emotions. Also, players exhibited relatively less cardiac reactivity in HR adaptive target based gameplay. This highlights the promise of biometric feedback based gamified digital environments in supporting accessible mental health support.
title Can You Keep Calm?: Adaptive Gameplay using Heart Rate as a Controller
topic Human-Computer Interaction
url https://arxiv.org/abs/2511.19934