Nevermind
From GameLabWiki
About the Game
Nevermind is an indie-horror game for Windows and IOS by the development studio Flying Mollusk. In the game, the human actor takes over the role of a neuro-prober and has to piece together fragments of (traumatizing) memories that belong to various patients, to complete each stage in the game.
The game supports the usage of bio-feedback through heartrate- or pulsemeasurement devices. You can play Nevermind with or without bio-feedback.
Related research approaches
The interweaving of Game-AI and Academic AI
According to Georgios N. Yannakakis, the Game-AI present in a game serves as an experimantation field for the Academic-AI research. For Game-AI, the focus has shifted towards the connection of game design and game technology. Game-AI should not be developed on its own, but instead be developed hand-in-hand with the overall developement of a game. [1]
"The focus has, instead, started to shift towards interweaving game design and game technology by viewing the role of AI holistically and integrating aspects of procedural content generation and player modelling within the very notion of game AI."[1]
Biofeedback (Experience Manager)
Even though it's not proven that the AI managing the Biofeedback data, was developed within the game, there's a strong correlation between the storyline, consisting of traumatic experiences, and the way the AI behaves considering the players biofeedback. Similar to traumatic experiences where you get stuck and apprehensive the farther you dig, the AI uses Biofeedback to adapt the Gamespace of Nevermind to a more disturbing version when it detects negativ affective arousal.
Research-Relevant Topics of the Game
The "affective loop"
Yannakakis also describes the "affective loop".[2] The affective loop describes the reciprocal relation between the player and the game. In Nevermind this is created through the bio-feedback. The game gets progressively harder, if the pulse of the player gets higher. To master the game the player must keep his cool to steady his pulse otherwise he cannot beat the game.
"Affective Gaming"
The term "affective gaming" is used, when Gameplay is manipulated by the emotional/physiological state of the player. Integrating Biofeedback in Nevermind creates an affective loop, therefore making Nevermind an affective game.
Experience & Performance
By playing a game an AI can improve a game in 2 seperate ways : Experience & Performance. An AI can play a game either well or believably(that is human-like or intrestingly)and can furthermore control the player character or an NPC. If an AI plays well as a player character, it can help optimizing the games performance(e.g. completing game objectives). This can help to improve the overall game design. An AI that plays well as an NPC can enhance the overall experience(e.g. difficulty levels) for the human player. This can help to create a more dynamic gameplay or improve the games balancing.
If we now have an AI thats acting human-like while playing a game, it can create a good base for building a game that empowers realistic gameplay, game design, and an overall formidable experience for the human player.