MindGames in LA Times!

Our company and our iPhone game, Tug of Mind, were mentioned in yesterday’s Los Angeles Times as part of an article about NeuroSky and the use of their technology by various partners.

Mind reading is on the market

The article highlights well two of our major aims:

1. To merge entertainment and beneficial content seamlessly.

2. To find the unique uses of brain-computer interfaces in games and other entertainment.

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Brainwave headset review: the BCInet NIA Plus

One great thing about doing what we do is that we get to try out brainwave headsets before most other people. :) We recently received a pre-release copy of the upcoming NIA Plus or “neural impulse actuator plus” by BCInet (formerly OCZ).

The NIA Plus is the most comfortable headset we’ve tried yet. It has a certain post-apocalyptic style…like a vision of 2010 from a movie made in the ´80’s or early ´90’s. Easy to put on, it also stays firmly where you put it, so that the electrical connection between the headset and your head is stable.

Unlike the NeuroSky MindSet or Emotiv EPOC, the NIA Plus does not incorporate the signal amplifier into the headset. This sounds much less stylish (think of wearing your headset with a mobile phone), but on the other hand, neither NeuroSky nor Emotiv has mobile phone-compatible headsets on the market. If you are sitting in front of your computer anyway, it doesn’t matter whether you have an external amplifier as well, as long as it is small. This, I think, is also true even if you’re talking about sitting in a cafe with your laptop.


Also, as the headset is connected by a good old wire to the amplifier, which in turn connects by wire to the computer, the player is not plagued by signal interruption, which often happens with wireless brainwave headsets. Again, although it sounds less portable, weigh the inconvenience of a small cable against the inconvenience of unnecessary signal interruption.

The headset calibrates quickly, within half a minute, with excellent feedback in software so that you don’t feel uncertain about what is going on while you wait. However, the message it gives you should you not be correctly connected needs to be more clear. On the bright side, it is almost impossible to not be correctly connected, since the headset is easy to put on, stays where you put it, and its connection to the computer depends on your ability to plug things in.

The software is in the 1980s post-apocalyptic style of the headset, and as such will please mainstream hardcore gamers/sci-fi fans.

The software guides the first-time user through several demos which help you to master the NIA’s controls. The first demo lets you learn to control the movements of a stick figure with facial muscle tension, left or right glance, and some mental alpha and beta functions. It takes time to learn to regulate the level of muscle tension and glance. However, the functions measuring your mental alpha and beta brainwave activity are easily interfered with by your muscle activity; so, if you raise your eyebrows, the alpha and beta measurements also rise. Therefore, from an end-user’s point of view, the NIA Plus is not really a brainwave headset, but a headset for controlling games with your facial muscles.

The Wii is popular because it allows gamers to control games with more natural movements. Brainwave headsets will be popular because they allow gamers to move things in games with their minds – to be jedis. But does a facial muscle control headset have this kind of appeal? I, at least, don’t think so.

In order to catch on, a new game or computer interface must allow people to do something they have never been able to do before, or at the least, to do it better. We believe that brainwave headsets have this characteristic; for example, our Tug of Mind could never have been a game with any other type of interface than mental. (Push a button many times to make a face turn from angry to calm?)

But what special space would muscle control headsets occupy? The NIA Plus software allows you to easily map facial muscle and glance controls to the controls of your favorite videogames. In fact, some maps to popular videogames come with the software. These mappings allow you to replace keyboard and mouse presses with facial ticks. But, for people who are not paralyzed from the neck down, it is difficult to see why you would want to control these games with your face when you can control them better with your hands.

From a developer’s standpoint, BCInet is approaching the alpha and beta brainwave functions honestly, allowing developers to deal in software with the fact that muscle and eye muscle movements highly contaminate EEG signals. However, exposing these basic alpha and beta functions to the user is just disillusioning, because users will quickly see that they are unusable as game or biofeedback controls. It would make sense to give developers access to the alpha and beta controls, but give end-users access to only the muscle tension and glance controls through the software that comes with the NIA Plus.

Ground control to Major Tom….one last detail which must be improved is that if you carelessly take off the headset so that the electrodes go through your hair, you will end up ripping out a lot of your front hair. :)

We were looking at a beta version of the hardware and software, and it will be exciting to see how the NIA Plus develops as the time for release gets nearer. As it is at present, the NIA Plus is for gamers who want to see how it is to control their favorite PC games using their faces. The NIA Plus is not as yet Mac-compatible. A big thank you to the BCInet team for generously allowing us to try out the NIA Plus!

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Summer at MindGames

Midsummer is unbeatable here in Iceland! Although the solstice has passed, the sun still sets between 11 pm and midnight in Reykjavik, rising a few hours later. It’ll be like this almost all July.

At this time of year, the sheep are all out ranging around. Iceland is divided into six regions, with sheep unable to cross between regions. They move freely around the countryside otherwise, except where there are farms, summerhouses, or patches of land set aside to grow into forests. Sheep are a real road hazard as you tour around in the summer, especially “teenage” sheep, which seem to dare each other to cross the road in front of oncoming cars.

Why did the sheep cross the road? To prove he wasn’t chicken.

Before the summer solstice (and 24 hours of sun), our team held a barbecue for outgoing and incoming team members. Some of our favorite moments included PVC swordfighting, a discussion about how to lay croquet wickets, an argument about how many dimensions are ideal in life and gaming (2? 3? 7?), and art and infinity.

We’re really excited about a new PC/Mac game we’re developing right now, which we can tell you more about next month, as we get closer to open beta testing.

Best regards,

Deepa

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Toward fluent game design

This week we have been working with the web interface which our @vidar_masson made in order to collect team members’ responses to Jesse Schell’s design lenses. The first, rather obvious, finding is that answering 409 questions takes forever :) But having everyone try every question once has been a real shakedown of the lens system, and we have seen that our work with the lenses has begun to develop a promising game out of an idea which only one of us liked at the beginning. So we definitely want to keep on using the lenses somehow. Any suggestions out there?

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_That_ volcano, and next moves.

EyjafjallajökullHi,

By now we’re ensconced in our new office in downtown Reykjavík. No, we can’t see the eruption from here, nor are we troubled by any ash. If it weren’t for the media, we would have no idea that a volcano is erupting. :) The farmers nearby the volcano can’t, unfortunately, say the same thing – their fields have been covered with fine ash and have been under threat of flooding.

We got some good media coverage at GDC last month, including this video. Our CEO, @orn_haraldsson, is going to the Nordic Game Conference next week (April 27-30) in Malmö, Sweden. If you’ll be there too, go by the Icelandic Gaming Industry booth to meet him and learn about our game, Tug of Mind, and other exciting Icelandic gaming companies.

Unfortunately, due to some corporate issues I can’t get in to,  Tug of Mind won’t be on the App Store until the later in the year. We’ll keep you posted. Meanwhile, development on our second game is going along well.

As a Producer, I am currently working on making the game development process more fluent, so that it would ideally constantly be going on in increments, and would involve all team members. In this way, the Game Designer would be a facilitator of the process rather than a lone genius. Our Game Designer, @vidar_masson, is greatly inspired by Jesse Schell’s system of “lenses” and has been developing an interactive application to enable team members to develop and evaluate their game idea inspirations. We’d like to add to this a system for easily accessing and editing game ideas, and storing sketches. We’ve been using a Wiki system for a year now, but somehow we have found it to be too static, i.e., people, including me, do not easily make it a part of their routine to check out the game ideas we have there and advance them. If any of you have ideas about how we could increase the fluency of our game design, I’d love to hear from you. :)

In case you missed Larry King’s SNL interviews with Sir Richard Branson and Björk about the Icelandic eruptions, I include them here. Enjoy!

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Shaking things up

So, I had every intention of blogging at the end of each day during the Game Developers Conference – San Francisco earlier this month. Then it turned out that the end of each day was the morning of the next, so I thought I would settle for blogging every other day. Then I thought I would make some grand blog entries about our GDC experiences once back home in Iceland.

Then I caught bronchitis.

Filtered through time and mucus, what are the main points to take away from GDC?

  • The serious games movement is alive and curious, but mainly locked away in academia, which provides the opportunity to think through and make really good game ideas, but without easy access to audiences. Maybe that‘s ok – if these games are viewed as research, which will trickle down in some way into the games industry in the future? However, it‘s difficult to see how the developments in serious games will be able to dovetail with the movement toward monetized virtual goods, freemium or pay-to-play games which are beginning to dominate the industry – or, as one of our programmers describes it, „games which are addictive, but not fun.“
  • Technologies and services abound for game developers, but who can afford them?
  • There is a lot of interest in applying good management techniques to galvanize young game startups, but it is very unclear what the growth stages of these startups are allowed to be.

New well-intentioned resolution: I will dig into the GDC Vault to refresh my memory and will share any insights with you.

As to what‘s going on with us: Yesterday, we submitted our first game, Tug of Mind, to the App Store. I´ll keep you posted as to its progress.  We were lucky to be able to demo Tug of Mind for three days at GDC, to a range of responses. Some people felt that a mental interface alone would never be compelling enough. Others became impatient when they did not immediately feel a correlation between their state of relaxation as perceived by themselves versus as recorded by the game. Still others found the philosophical premise of the game exciting: you are not really battling the person whose image you have loaded into the game, but rather your own image of them – i.e., yourself. And one man said that the game was scarily intimate, as it makes visible an inner, private reaction. This is something only made possible by brainwave (or other biometric) interfaces.

I really want to focus on gaming interactions which are unique to brainwave interfaces. What are these, how effective are they in gaming and where do they take us? We‘ve started developing our next game, in which we explore how to make a game mechanic from the interaction of mental state with the tilt (accelerometer) functionality of iPhone.

In other news, after Easter vacation this weekend we are moving our office, engaging in a series of board meetings to agree on our strategy for the rest of this year, and considering some investor possibilities. I guess this is always the time of year for a good shake-up.

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Allow me to introduce myself…

DeepaI‘m Deepa Iyengar, one of the founders of MindGames and the executive producer.  I‘ll be blogging here, and will hopefully be joined soon by other members of our team. I also post to MindGames‘ Facebook page and @MindGames on Twitter, so if you choose to join us in these places you will be probably engaging with me. I look forward to getting to know you. :)

MindGames was founded last year, and we will submit our first game, Tug of Mind, to the iTunes App Store after we return from GDC in San Francisco next week. Our team was initially motivated to come together around the brain-computer interface technologies which are emerging for the mass market, from companies like NeuroSky, Emotiv, and OCZ.

What if, we thought, we could use this type of technology to help people acquire some basic ability to relieve their own stress? We are not talking about people with clinical conditions here. Did you know that an APA study in 2007 revealed that 48% of Americans polled said they were more stressed in 2007 than in 2002, and that the same percentage said that their sleep is regularly disturbed because of their stress level?

We were thinking that brain-computer interfaces enable, among other things, the possibility of making videogames which require that you relax or concentrate in order to make progress. Then, if the videogames were fun enough, people would play them for the entertainment value, but, as a side effect, be practicing relaxing and concentrating at will. Over time, then, they would acquire these skills.

But FUN is the key word here – otherwise, we would only be making home gym equipment, something you buy and then never use. When you play our games, we want you to do so because they are entertaining, cool, innovative, and replayable, not because they are “good for you.” And we will be very responsive to any ideas you might have as to how to improve what we are doing in this direction.

Controlling a game with your mind is fun – I can vouch for that – but so is controlling a game with gesture, or any number of great interfaces which are in development these days. In a few years, we will interact completely differently with our computer games than we do today. We are going to use all the tools which make sense to deliver great gaming experiences which give you something extra by-the-way – what we call “games with benefits.”

I’m not usually this formal, as you’ll be able to see if you check out MindGames’ other feeds. But then, I suppose introductions are formal by nature. I’ll be tweeting and FB-ing a lot from GDC in San Francisco this week, and so will our CEO, @orn_haraldsson. We’ll be demoing Tug of Mind in the NeuroSky booth, and also in DAZ 3D-Gizmoz’ kiosk in the Unity booth. (Unity rocks, by the way, if you are looking for a game development platform.) I still have to pack. At least I bought some books – it’s a long trip from Reykjavik to San Francisco.  :)

Hope to run into you soon on the interwebs. Do get in touch if you’ll be at GDC and want to meet up with us.

Best regards,

Deepa

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  • MindGames, headquartered in Reykjavik, Iceland, makes videogames which are controlled with the mind, using portable consumer brain-computer interface devices such as the NeuroSky MindSet and the Emotiv EPOC. Welcome to our site, and don't hesitate to contact us!



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