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Smart & Wired: One Divine Journey

Karen J. Bannan

March 1, 2007

Chill out. calm down. Take a load off. Your spouse, doctor or friend might tell you that you need to do all of the above, but it is not always easy to block out the cares of the world, much less bring about all the physiological changes needed in your body so you can actually relax. Kurt Smith, CEO of the Wild Divine Project, based in Eldorado Springs, Colo., thinks he has a solution.


The Journey to Wild Divine video game uses scenarios that help the player to relax while navigating. (Click image to enlarge)


Smith, the creator of the Journey to Wild Divine: The Passage ($159.95), a computer game designed to teach people relaxation and meditation techniques, says all it takes for the average person to bring his or her heart rate and respiration rate down, and, in turn, elicit the body’s relaxation response, is a computer and the software and hardware he has designed.

Smith, who has a degree in biomedical engineering, first got the idea for the Journey to Wild Divine while looking into some of the integrative care centers going into many top hospitals.

"I wanted to come up with a product that would help people take care of themselves but at the same time be fun, accessible and effective," he says. "It would also have to deliver therapeutic value. At the same time I was thinking all this I ran into my partner, Corwin Bell, who had been toying around with creating a computer game that used biofeedback." And so the Journey to Wild Divine was born.

The game is based on some pretty convincing evidence. Biofeedback, the process of using signals from your own body such as muscle tension, heart rate, and temperature to change your physical state, has been proven effective in research labs for decades. However, until very recently, biofeedback was always performed in a clinical setting. Even the best-heeled patients still needed a doctor and a large, expensive machine to undergo the treatment.

Smith says he created his game to take biofeedback out of the lab and place it into the office, bedroom or computerroom—anywhere someone could sit quietly in front of a keyboard and screen. His game has two components: the software and three finger sensors. These sensors connect the person to the computer and the software program while measuring heart rate variability and skin conductance levels. The results are fed into the game and used to lead players into their own quiet place, says Smith. The game combines teachings from a variety of sources such as yoga and psychology and embeds them in a video game that has puzzles to solve and, aptly, a journey to complete.

"There are a set of different activities, and each one is laid out in a story format," says Smith. "During each one of these you’re learning a different relaxation technique. In one you might be learning a breathing technique to get your energy up or help you relax, and in the next, you’re measuring your stress levels and practicing visualization techniques or meditation." (Click image to enlarge)

Simply put, to move to the next level, or gateway, as they are called, you’ve got to relax. For example, one activity requires you to breathe at a specific rate before you can move on and solve a puzzle. Each activity has the same goal: to teach a wide variety of stress-relieving techniques that you can use when you’re offline.

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