A Study of Biofeedback in a Gaming Environment

A Study of Biofeedback in a Gaming Environment

Xin Du, Stephen R. Campbell, David Kaufman
DOI: 10.4018/978-1-61520-731-2.ch021
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This chapter reports on a study of biofeedback in a gaming environment incorporating the acquisition and analysis of physiological data sets in tandem with other behavioral and self-report data sets. Preliminary results presented here provide some groundwork toward subsequent study in this area, as more comprehensive and detailed treatments will require further research. The main contribution and focus of this chapter concerns our experiences in applying methods not typically available to educational researchers. Our results are promising, though they cannot be taken to be definitive. Further developments and applications of these methods will lead to more detailed investigations as to what people may learn or gain from biofeedback in gaming environments, along with interdependencies of biofeedback and gaming pertaining to affect, motivation, behavior and cognition, and perhaps especially, to learning anxiety.
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Biofeedback has been studied for more than 40 years, and has well-established utility. Many of its clinical applications have been identified for quite some time. Biofeedback training has been broadly used as a treatment for addiction, attention-deficit hyperactivity disorder (ADHD), autism, and epilepsy. At present, there are more than 1,500 professionals practicing biofeedback training in hundreds of mental fitness centers in North America. According to the Biofeedback Certification Institute of America (BCIA) (www.bcia.org), there are currently more than 1,000 practitioners with BCIA certification in the U.S. and about 33 in Canada.

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