Heart Rate Monitor Game Research Paper Christopher Ho December 2013 Table of Contents Abstract ........................................................................................................................................................ 2 Needs ............................................................................................................................................................ 3 Background ................................................................................................................................................... 5 Objective....................................................................................................................................................... 6 Objective Tree .............................................................................................................................................. 7 Stakeholders ................................................................................................................................................. 8 References .................................................................................................................................................... 9 1 Abstract Video games are an ever growing industry across the globe. We have gone from a time where video games were a rare new technology that only the wealth could afford, to being as common as having a TV. A study by the ESA (Electronic Software Association) done in 2013 found that 58% of Americans play video games. They also found that the average U.S. household owns at least one dedicated game console, PC, or smart phone (Essential Facts, 2013). This type of popularity also results in huge amount of revenue in the industry. There is a current projection of $93 billion in the video game marketplace for 2013, compared to the $79 billion of 2012 (Siegal, 2013). Part of an ever growing market also requires change and innovation to succeed. Companies have been coming out with new ways to interact with gamers. These new forms of interactions have been very limited. Most deal with motion sensing to track a player and their movements. However, the game still plays out like a normal game, just using a different type of controller. Our goal is to create a video game that incorporates the player’s own physical condition. We are aiming to use a heart rate monitor that is attached to the player. The heart rate of the player would then be used to affect the game state. The type of game we will be making is an horror game. The reason for this is because when a person becomes scared, their heart rate typically increases. We can take advantage of this fact to use the heart rate monitor to either increase or decrease the horror levels in our game. This would happen in real time and create a game that adapts to the player. This would create a whole new level of immersion using biofeedback. 2 Needs This project is intended to strictly create a successful entertainment project. It was created in response to the rapid growth of the video game industry. As the popularity of video games increase, the opportunity to make money on one also increases. New technologies incorporated in games that put an emphasis on more player interaction have become more common. In order for the project to be considered a success, it needs to meet certain criteria. The most important need of the project is for it to be profitable. This project was made to take advantage of a multibillion dollar entertainment industry. While it may seem impossible for a small group of students to successfully create and market a fully functional game with a new technology while still turning a profit, it is very much possible. This project would need to take advantage of open source software, as well as an affordable hardware cost in the form of heart rate monitors. Since we are creating the game on a PC platform, distribution costs would be next to nothing thanks to the internet. It is possible to digitally distribute the software, and we would only need to ship a monitor. Since we have no budget for marketing, we could also use the internet to spread word about our game, and could even possibly use a service like KickStarter to help fund it before it is finished. This would allow us to sell the game and hardware at a reasonable, but profitable cost. The second most important need of the project is the incorporation of the heart rate monitor. The video game industry is a huge one. There are many games being created constantly, some with little to no success. In order to make a successful game, we need to create something that stands out. By incorporating this heart rate monitor into our game, we will be adding a whole new level of immersion in our game. We will also be using technology that no one else has incorporated into games. This would be the selling point of our game, and benefit the first need of profitability of our project as well. The third need of our project is the entertainment factor if it. We want to create a game that people want to play and enjoy. After all, this is what video games were created for in the first place. This coincides with our need for heart rate monitor integration. Our horror game could be toned to the appropriate level to create a more enjoyable experience for everyone, no 3 matter how scared they normally get. Someone who is fearless would get a much more terrifying version our game then someone who does not like scary games. 4 Background Human interactions with video games are a new technology, so there are only a few solutions that currently exist. The most popular example of this is the Wii by Nintendo. The Wii works by tracking the controllers with a motion sensing bar that is connect to the console (Plunkett, 2008). However, there are only a handful of video games that use biofeed back through a heart rate monitor. In 2013, Namco released an arcade cabinet style game where players could go into a booth. The game was called Dark Escape 4D. The 4D aspect came from the use of a 3D screen, surround sound speakers, and heart rate monitors attached to the arcade guns used for the game (Gilleade, 2013). This was a horror game, and the heart rate monitor was used to display the players’ heart rate on the screen. However, it didn’t have any other function, or affect the game play in any way. Researchers at Boston Children’s Hospital had an idea to use a heart rate monitor inside a game to help kids control their anger problems (Moore, 2012). In their game, if the player’s heart rate rose too high, they would lose their ability to shoot. This would force them to calm down if they wanted to keep playing. The game was met with generally positive results. This is the closest thing to what our game would be like. However, their game was made to solve a problem, while our game is meant to entertain players. Their game did not immerse players, but imposed a restriction. This is much different than our plan to create a dynamic game that responds and adapts to a heart rate. Their game was also very basic and did not contain the same production values as a game sold on the market, unlike our game. 5 Objectives Our project has several objectives that need to be met. Our main objective is to integrate a heart rate monitor into a profitable game that dynamically changes based on that. In order to reach this objective, we need to reach a set of other objectives. Our game needs to be profitable. The project has to have a low cost to produce, and a reasonable price point with room for profit. It needs to have a easy method of distribution. The game needs to be enjoyable. The game must have a clean and thought out level design. The game also needs to be visually appealing to our players. The game must have a storyline that can entertain players. The game must also be free of bugs, in order to provide a seamless experience for our players. The project needs to incorporate the heart rate monitor into the game. The heart rate monitor needs to play an important role inside of our game logic. The game needs to successfully take the heart rate monitor input, and change the state of the game depending on it. Our game must be easy to maintain and update if necessary. The game should be well coded and structured so that improvements or changes could be easily made. This would also help with debugging. This would also make it easy to develop another game based on the same concept. 6 Objective Tree 7 Stakeholders Consumers The main stakeholders in this project are gamers. They are the ones who buy the games, which is what we are making. Our finished product is what they will be buying and playing. Video Game Developers As a member of the video game industry, the success of our project will had an impact on how other developers create and integrate biofeedback into their games. 8 References "Essential Facts About The Computer and Video Game Industry." ESA. N.p., 2013. Web. 01 Nov. 2013. "FACTBOX - A Look at the $66 Billion Video-games Industry." Reuters. N.p., 10 June 2013. Web. 01 Nov. 2013. Moore, Elizabeth Armstrong. "Biofeedback Video Game Helps Kids Control Anger." CNET News. CBS Interactive, 25 Oct. 2012. Web. 01 Nov. 2013. "Physiological Computing." Playing Dark Escape 4D. N.p., 27 Sept. 2013. Web. 01 Nov. 2013. Plunkett, Luke. "How, Exactly, Does The Wii's MotionPlus Work?" Kotaku. N.p., 16 June 2008. Web. 01 Nov. 2013. Santos, Alexis. "Researchers Create Video Game That Monitors Heart Rate to Keep Children's Anger in Check." Engadget. N.p., 2012. Web. 01 Nov. 2013. Siegal, Jacob. "New Consoles Could Send Game Sales Soaring to $93 Billion This Year." BGR. N.p., 29 Oct. 2013. Web. 01 Nov. 2013. 9