When I started watching I rolled my eyes and thought “another one of these clickbaity bullsh!t claims”. 3 minutes later I was asleep, 18 minutes later I woke back up again and watched the rest (also watched what I had slept through again, because there seemed to be some actual substance to his research). I’m not so sure if you can or should try to influence the player on this level. Maybe the player wants the prefrontal cortex activity to shut down and “zone out”. When I play a singleplayer game I usually want escapism and relaxation and not peak performance of my cognitive abilities.
I would find it much more interesting if the concept of the steady breathing pattern for improved cognitive abilites can be leveraged by game developers during their work. Like maybe playing an an endless loop of properly timed darth vader breathing sounds that you can sync your breath up to.
I’m sure there is some research on who or what we involuntarily tend to sync our breathing patterns to. When I’m lying in bed next to my girlfriend I sometimes find it distracting that she breathes at a higher frequency than me. That somehow throws me off of my rythm a bit. But when I try to sync my breathing pattern, I find that her’s is way too fast for me, and breathing once for every two breaths she takes is a bit too slow. The point I’m trying to make is, not everyone is comfortable with the same breathing frequency, and if you try to enforce one for a player, you might be doing them a disservice.
Did you try “measuring” your natural pattern to see how you normally breathe? I was thinking that should be fairly easy to do by wearing a headset with the mic under your nose and just recording half an hour and then checking the amplitude of the recording. The sounds of breathing in and out probably are on slightly different frequency bands too, so you might be able to isolate them with an EQ.
You seem to be describing this game: WDBOS Login, Situs slot gacor terpercaya gampang menang “Deep” VR game.
If you’re thinking “Damn, someone beat me to it!” then you should realize that this is more of a validation that this is NOT a bad idea. If this motivates you to make a game that helps people with anxiety disorders or simply helps them get into a more stable mood then that’s GREAT!
One personal note tho: If the only reason you’re making this game is because of the joy you expect from the finished game and not from the every day work of making the game then you should keep in mind that making a game often takes a long time and that you need more motivation than just the fantasy of the end results.
I’m not telling you you shouldn’t make the game, just that you realize that if you end up giving up from not having enough motivation to keep you going then maybe working on the game isn’t stimulating enough for you to go all the way. This is just something I’ve been speculating recently and I just decided to share it.
hmmm…
makes me remember when i was younger, playing call of duty 2 , id cook grenades to 4 and 1/2 seconds consistently,
i had a technique with my tongue’s position LOL
… something that makes the player keep accurate minute (mine-yoot) timing ??
…idk just a thought…
I think the pattern for that it’s a bit unaccurate but I will try to share with my way of thinking :
step1. Design a game that would bring YOU to that state.
step2. Be honest with yourself.
step3. See what happens …
What I’m trying to say is Happines is relative. Yep you can trigger some “states of mind” using some of the tricks but that’s not going to work for everyone. Do some better research (don’t listen to that NLP crap because this is for the robots not humans and we know that robots doesn’t feel).
In centuries our civilization was using art (books, music, paiting) to experience and express positive states. Check in history and you will find more natural inspiration than some theories from NLP camp. Otherwise just sell your app/game with LSD’s but that’s not a good way of making people happy.
Remember : Positive selfishness might be good for you and for us