The Moment it Clicks

The Moment it Clicks

Joanekke Weerdmeester - Primary Researcher.jpg

Joanneke Weerdmeester is a behavioural scientist and the primary researcher at Deep. She is based at the Games for Emotional and Mental Health Lab, Radboud University, Netherlands. Over the last few years, she has been running extensive research on the efficacy of Deep in reducing anxiety. Today, she shares her experience of sharing DEEP with people for the first time.


As part of my research I have seen hundreds of people experience DEEP for the first time: children, parents, teachers, scientists, gamers, game designers, therapists, entrepreneurs, research participants you name it! And even after seeing it so many times it never gets old.

When I demo the game, it usually starts out with someone standing a couple feet away from the booth quietly observing someone else playing. There are looks of hesitance, intrigue and sometimes even skepticism and I immediately wonder what their faces will look like after exiting the world of DEEP.

Once someone approaches and agrees to give it a go the dance begins. I put on the controller belt around their midriff (diaphragm) while I explain what DEEP is and what they are going to experience without giving too much away. And then the game starts...

For some people ‘it clicks’ early on. They just instinctively feel what they have to do, and settle in a natural breathing rhythm fairly quickly. They float around the virtual underwater world and calmly explore as though it’s something they do every day. For others, it starts out a bit uneasy, which is often accompanied by comments like “are you sure it’s working correctly?’’. I see them exaggerate their breathing or manipulate their muscles to manipulate the belt instead of breathing naturally. This figuring-it-out phase is all part of the process so it doesn’t worry me, but I always hope that they have enough time to play because for most people, there will eventually be a moment where it just... clicks.

The moment it clicks, all of the tension in the player’s posture slowly fades and they settle into a steady breathing pattern. They are no longer thinking, they are just experiencing, pulled in by the beautiful environment that DEEP offers. And when it’s time to stop the game, they are sad to leave that world behind. I’ve seen this click happen many times, but I’m always so delighted when it does.

To be honest, this click doesn’t happen for everyone. Some people just never find their rhythm, some just don’t feel comfortable in virtual reality and some just don’t connect with the game at all. But that’s alright, not all games appeal to everyone, it would be weird if they did. However, when someone does connect with a game and when this click does indeed happen, it is truly magical to observe.


ABOUT THE AUTHOR

Joanneke Weerdmeester is a PhD-candidate at the Games for Emotional and Mental Health lab at the Radboud University in Nijmegen, the Netherlands with a background in clinical psychology and behavioural science. Her doctoral research is focused on exploring the potential of biofeedback videogames for anxiety regulation. She is inspired by the potential of multidisciplinary teams to create interactive experiences that can contribute to a better understanding of human behaviour and can improve people’s emotional and mental health in an embodied, playful and meaningful way.

Deep Finalist for Unity for Humanity Awards

Deep Finalist for Unity for Humanity Awards

Many creators are using Unity to tell stories that will have a positive and meaningful impact on society, their communities, and the planet. Unity for Humanity celebrates these creators and support them on their journey to change lives and the state of our world. Each of these projects is distinguished by a strong call to action that fosters tangible impact. Clarity of purpose gives these projects the capacity to change perspectives, habits, and even government policy by making actionable outcomes easy to access, while the immersive nature of XR formats encourages public sympathy and identification.

We’re delighted to be listed as a finalist for the Unity for Humanity Awards.

Check out some of the other brilliant works we were featured alongside:

Clean A\R

Surround Vision

The mobile application enables people to share their local experience and pollution measurements on social media to generate greater awareness and, hopefully, stimulate policy change.

Atomu

Yetunde Dada, Shariffa Ali, and AtlasV

A VR experience exploring gender fluidity, Atomu situates its audience at the cyclical center of a Kikuyu tribal myth from Kenya, wherein a man may become woman, and a woman may become man as they dance around the sacred Mugumo tree.

Finding Alice

Craig Rutherford and Zoltan Batho G.

A beautifully crafted cinematic VR game, Finding Alice is a modern social media twist on the classic tale of Alice in Wonderland. Finding Alice is designed to bring awareness to the mental health issue of social media addiction in a fun and entertaining way.

Metropoles

Kiira Benzing

Metropoles is a collaborative multiplayer VR experience about gentrification. Founded on the principles of participatory democracy and tactical urbanism, this interactive experience lets players co-design a neighborhood to show that we all have a voice in shaping our communities.

Ways to School

Zohar Kfir, Wesley Allsbrook, Floréal Films

Ways to School is an interactive VR series documenting the struggles of children around the world whose daily journeys to school are long and arduous. Inspired by the well-known transmedia project Sur les chemins de l’école, this VR experience lets viewers accompany the children.

Read more here

Lots of Press Attention

A common question we get:  'Did you get good press coverage from your recent travels?'
Well yeah, we guess so? We sure talked to a lot of press, camera crews and radio. But unless you have your own inhouse communication department, or a working memory (we have neither) it's a little hard keeping track.
So we asked google. A quick search brought up a surprising amount of articles, of which these are the most relevant. 

  • Takethis.org says: 
    'I’m completely into the idea of VR. Being transported into games that surround me, and exploring fictional worlds from the inside? Awesome. Having to smush a headset over my glasses and roll the dice to see whether I’ll be anxious, nauseous, or just plain disoriented by the time I get out? Well, that’s less great. But DEEP sounds like a game I’d risk it for.'

  • Wareable.com crowns use 'Best use of wearable tech'

  • Digitaltrends.com calls us 'one of the high profile installations at this years exhibition.'

Check out the complete articles below:

http://www.themarysue.com/deep-vr/

http://www.takethis.org/2016/05/deep-is-a-vr-game-that-wants-you-to-relax-and-breathe-while-you-explore-an-undersea-world/

https://www.wareable.com/vr/tribeca-film-festival-2016-best-vr-films-and-games

http://extendedplay.thecivilians.org/the-bridge-between-virtual-reality-and-theater-tribeca-film-festivals-storyscapes-42116/

http://www.psfk.com/2016/04/how-vr-creators-are-pushing-the-medium-to-the-next-level.html

http://chelseanow.com/2016/04/tribeca-film-fest-ventures-into-virtual-reality/

http://www.digitaltrends.com/movies/tribeca-film-festival-virtual-reality/

http://www.medicaldaily.com/virtual-reality-not-just-entertainment-anymore-how-it-will-improve-health-care-380440

Neat huh?