- Actually, the sensors we use read heart rate. While we find neurofeedback to be interesting, Nevermind focuses on heart rate and heart rate variability as its primary metrics for detecting signs of fear and stress.
- I may be misunderstanding this sentence, but (alas) we didn’t get 3 times our goal for the Kickstarter campaign. We just barely made the goal at the 11th hour of the campaign. It was very exciting and we were thrilled that the campaign was successful, but the Kickstarter funding simply met the goal and didn’t exceed it by that amount.
“In this game, you go through mazes in people’s minds, with images that show what people are seeing when they go to sleep and what troubles their days.”
- Just to clarify, you’re in the subconscious mind of psychological trauma victims – uncovering the repressed memory of the traumatic event.
” Your job is to not die while uncovering those terrors of the deep. With skillful puzzles and dangerous creatures that lurk in the dark, the terror intensifies, and ultimately, its a do or die experiment to recover your patients’ minds as their own.”
- Actually, you can’t “die” in Nevermind like you can in many other video games. If you get too stressed out or take too much “damage,” you are simply taken out of the stressful/dangerous situation to a calmer area of the level. Once you are able to gather yourself and calm down, you can proceed to pick up where you left off. Also, we actually don’t have many creatures per se – most of the dangers are environmental. Every nook and cranny has a clue to the mystery of the traumatic event and, often, the danger associated with it.
“but those that are actually hurt, on the inside, like the victims in the game. Anybody and everybody from war Veterans to just plain broken people, the game will help those realize there is hope, and there can be a solution, if you choose to accept it. In the game, you’re a psychologist, searching for the answers that trouble people, and even though you go through all these obstacles, you should stay determined because you know your patients are going through the same thing, if not worse.”
- While we’re really excited about the therapeutic potential of Nevermind, the version of Nevermind that will be released this year is intended primarily for entertainment and general wellness purposes. We strongly encourage any player who is working through PTSD, trauma, anxiety disorders, or any other condition that may be sensitive to intense media like Nevermind to consult with a medical professional before playing Nevermind. We plan to develop a version that is more appropriate for clinical and therapeutic purposes after the commercial one is released.
I want to thank the team working on Nevermind for reaching out and talking me about their game. There is an interview in the works so make sure to keep an eye out for that! It should come some time after GDC this year (March 2-6). All of us here at the site wish them the best of luck and can’t wait to see how this technology is going to push the gaming industry to new heights!
Make sure to check out their site at www.nevermindgame.com for more info and to follow their progress on the project.
What do you think the next step for the gaming industry should be? Let us know in the comments below!