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Can a videogame be used to learn biofeedback?

, Simon Fraser University , Canada

Simon Fraser University . Awarded

Record type: THESIS


The study reported here was mainly an investigation on a new research methodology using physiological data to analyze the extent to which biofeedback can be learnt in gaming environment. The work presented herein provides some groundwork toward this end. More comprehensive and detailed treatments of this topic will require further research. A major contribution of this thesis concerns applying new methods. Preliminary results reported herein are quite promising, though they cannot be taken to be definitive. Further developments and applications of these methods can lead to more detailed investigations as to whether people can learn biofeedback in gaming environments, along with interdependencies of biofeedback and gaming regarding various aspects of affect, motivation, behaviour and cognition, and especially learning anxiety.

This study observed and recorded players' experiences using a biofeedback-based video game called "Journey to the Wild Divine". The virtual nature of this game takes players into an interactive realm of seemingly endless possibilities. This interactive gaming environment, consisting of graphics and music, affects and provokes players' "energy levels," or alternatively, their rate of breathing and levels of relaxation, which determines their progression through the game. By investigating educational implications of learning biofeedback through a video gaming environment, this study may lead to some novel and interesting ways to improve teaching and learning.

Keywords: Biofeedback, video game, anxiety


Du, X. Can a videogame be used to learn biofeedback?. Master's thesis, Simon Fraser University. Retrieved April 25, 2019 from .

This record was imported from ProQuest on October 23, 2013. [Original Record]

Citation reproduced with permission of ProQuest LLC.

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