A Breathtaking Journey is an embodied multisensory game that confronts players with the intense experience of escaping from a war-torn country in the back of a truck. The experience starts with an abstract backstory that lays out the reasons why the protagonist had no other choice than to flee. Suddenly everything turns black and the player is greeted by the soothing scent of mandarins, a gentle rocking motion, and a distant road noise.
Not much later the rocking motion swiftly intensifies and the protagonist is jolted awake to the back of a truck stacked to the brim with mandarins. From this point forward the objective is to enjoy the outside scenery through a small hole in the side of the truck and to stay quiet as soon as the truck is forced to stop for inspection.
Next to the virtual reality headset and a pair of headphones, players also wear a wireless custom mask that has two functions: disperse scent close to the nose and measure respiration.
The first function of the mask allows players to smell the virtual environment, such as the scent of mandarins right before the protagonist wakes up. The second function accurately tracks players’ respiration, and thus allows the game to determine when players inhale, exhale, and hold their breath. The latter aspect is used to check whether players actually hold their breath when prompted to do so as soon as the truck’s cargo is inspected, with multiple violations resulting in getting caught. This somewhat uncomfortable interaction contributes greatly to the unique embodied experience offered by A Breathtaking Journey.
A qualitative study with 70 participants revealed various characteristics of empathic responses and formulated three design opportunities, including the stimulation of visceral reactions for self-oriented empathy, introducing moments of reflection, and leveraging affective appeals to sway players. More insights can be found in the published articles, which can be found at the end of this page.
A Breathtaking Journey was produced as part of the NWO Persuasive Gaming in Context project at the Eindhoven University of Technology, the Netherlands, to address both the issue at hand and to explore the empathy-arousing capacity of immersive technologies
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