Nevermind

De EduTech Wiki
Aller à : navigation, rechercher

Page réalisée dans le cadre du séminaire "Les lundi du jeu", du TECFA

Statut de la fiche
Description Biofeedback horror game developed by Flying Mollusk. An emotion regulation game.
Concepteur Erin Reynolds
année 2016
Est-ce une Suite ?
Plateforme
Système d'opération:
URL accès
prix 19 CHF
Description générale du jeu You gotta enter the minds of people. They can't remember what happened! Your job is to unravel those memories and rebuild the experience.
Mécanique du jeu The game starts with cinematic of childhood of Client # 251. We start by collecting photos, we collect items to unlock the traumatic memory (puzzle mechanics). Then the whole world changes, blood stains appear and other shocking items appears. The more stress user experience, the harder it becomes. Collecting photographs is the way to go.

Exploration is voluntary, but the more you explore the more detail you get (easter eggs)

Symbiotic Biofeedback, consistent with the scenarios design. Elevated HR is interpreted according to the location you're in. Biofeedback lets players biofeedback.

Affectiva SDK. They use HRV for measuring stress.

Bundle Stars.com - Nevermind. https://www.bundlestars.com/en/bundle/dominator-bundle

Copie d'écran Placeholder.png
Points forts It has the potential to help users build coping techniques.
Points faibles {{{points faibles}}}
Potentiel scientifique Learning Emotion regulation techniques.
jeux similaires
Noms de jeux similaires:
lien site http://nevermindgame.com/
Faits relatifs à Nevermind — Recherche de pages similaires avec +.
Année2016 +
ConcepteurErin Reynolds +
DescriptionBiofeedback horror game developed by Flying Mollusk. An emotion regulation game. +
Description générale du jeuYou gotta enter the minds of people. They can't remember what happened! Your job is to unravel those memories and rebuild the experience. +
Mécanique du jeuThe game starts with cinematic of childhoo
The game starts with cinematic of childhood of Client # 251. We start by collecting photos, we collect items to unlock the traumatic memory (puzzle mechanics). Then the whole world changes, blood stains appear and other shocking items appears. The more stress user experience, the harder it becomes. Collecting photographs is the way to go.

Exploration is voluntary, but the more you explore the more detail you get (easter eggs)

Symbiotic Biofeedback, consistent with the scenarios design. Elevated HR is interpreted according to the location you're in. Biofeedback lets players biofeedback.

Affectiva SDK. They use HRV for measuring stress.

Bundle Stars.com - Nevermind.

https://www.bundlestars.com/en/bundle/dominator-bundle
bundlestars.com/en/bundle/dominator-bundle +
Points faibles{{{points faibles}}} +
Points fortsIt has the potential to help users build coping techniques. +
Potentiel scientifiqueLearning Emotion regulation techniques. +
Prix19 CHF +
URL sitehttp://nevermindgame.com/ +