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. 2015 Nov 12;6:1721. doi: 10.3389/fpsyg.2015.01721

Figure 1.

Figure 1

Description and scenarios examples of the Playmancer minigames. The player has to discover the most efficient way to climb while picking up as many treasures they can, as well as needed materials (A); Obstacles such as rocks or birds appear depending on the player's arousal level, which is based on biofeedback (B). The player has to dive into the sea to gather as many treasures as they can and be provided oxygen by fish distributed throughout the scene (C); Simultaneously, the player must plan the most efficient route in order to preserve their oxygen supply, which is shown at the bottom of the screen (D). High arousal makes the task more difficult (e.g., it is harder to catch oxygen-providing fish and the player's oxygen supply runs out faster). The player has to control their breathing in order to connect a constellation of stars of varying difficulty (E); Slow, deep breathing allows the connections between stars to form (F).