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    Can Virtual Reality be Psychedelic?

     

     

     

  • Guided Meditation VR on Quantitative EEG, Altered States, and Mood

    Jeff Tarrant, Ph.D., BCN

    Fabiola Einhorn, Qualitative Design Researcher

    November 2019

     

     

     

    Purpose

    This pilot study was designed to determine if participating in specific interactive virtual reality techniques can result in significant altered states of consciousness. The results were measured by subjective questionnaires and quantitative EEG analyses and compared to a control condition consisting of a well-known virtual reality guided meditation experience.

    Methods

    Subjects There were a total of 6 subjects; 3 identified as female and 3 identified as male, ages ranged from 22 to 42. 66% identified as White. One subject identified as White/Native American and one subject identified as Asian. All subjects had experience with yoga, seated meditation, and/or breathwork/Pranayama. All subjects reported engaging in meditative practices between 60 and 120 minutes each week.

    INTERVENTIONS

    Active Condition-SoundSelf

    This VR experience instructs the user to tone out loud with each exhalation. The vocalizations are picked up by the VR headset and used to influence the VR visual surroundings. The images created in the experience are designed to mimic/elicit a psychedelic experience. At the end of the experience, the user is instructed to close the eyes and rest for the final 2 minutes. The main portion of this experience was 10 minutes long.

    Control Condition-Guided Meditation

    This commercially available application provides a variety of guided meditations in a variety of virtual reality environments. For this study, we used the Focus Series #4 meditation for 10 minutes. This takes place in a computer generated nature scene. The user is guided through a breath-focus meditation by a woman’s voice. Immediately following the VR experience, the subject was verbally instructed to remain reclined in the chair and close the eyes for a brief Savasana.

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    Photo by Josh Riemer

    PROCEDURE

    Subjects were recruited through an advertisement on Craigslist. After completing a brief screening questionnaire, subjects meeting inclusion criterion were invited to participate. Subjects were excluded from consideration if they were younger than 18, and/or had a significant history of mental illness (e.g., schizophrenia, bipolar disorder) or traumatic brain injury. Subjects considered for inclusion had a minimum of 1 year experience with meditation. Each subject was scheduled for 2 sessions. Each session had an identical procedure with the exception of the intervention. In one visit they experienced the SoundSelf experience and in the other visit they experienced the Guided Meditation VR experience. Order of presentation was counter-balanced among subjects.

     

    The primary concern of this study was to determine if the Soundself VR experience resulted in the subjective experience of altered states of consciousness and if the brain demonstrated patterns similar to those observed during the use of traditional psychedelics (e.g., Psilocybin, LSD, etc.). A secondary goal of the pilot study was to determine how this experience is similar or different from other VR experiences designed to induce a meditative state.

     

    As a preliminary analysis, we examined the EEG results of a single subject. After transforming the Pre-SoundSelf EEG into a reference database, this data was compared to the EEG data from the

    Post-SoundSelf EEG. These analyses provided z-scores of change for all band waves (e.g., alpha, theta, beta, etc.) in 84 regions of interest. Based on previous research (Collura & Tarrant, in press), any z-scores greater than 1.0 were considered significant.

     

    Subjects participating were provided with a detailed explanation of the research process and the techniques involved in the VR meditations. After questions and concerns were addressed, subjects completed the consent form, demographic forms and the Brunel Mood Scale. They were then fitted with a 19-channel electrocap. Impedence levels were monitored and kept below 10 kOhms. Baseline EEG recordings were obtained in both eyes closed and eyes open conditions in a reclined position using a BrainMaster Discovery EEG system. Following the baseline data collection, subjects were fitted with an Oculus Rift VR headset and ear covering headphones. EEG was recorded continuously during the VR experiences. Immediately following the meditation, subjects were instructed to close their eyes for a 2 minute savasana. Post-meditation EEG was recorded during savasana. After the headgear was removed, subjects were asked to complete a second Brunel Mood Scale as well as the Altered States of Consciousness questionnaire, Toronto Mindfulness Scale, and a brief qualitative interview. Each subject was provided with a $25 gift card at the end of each session.

    SINGLE SUBJECT CASE STUDY
    PRE-POST COMPARISON

    A comparison of baseline resting to post-VR showed significant changes (>1.0 z scores) in multiple brain regions, in both slow (delta, theta) and fast brainwaves (Beta3, Gamma). The 3D brain images below demonstrate these changes. Cooler colors (blues) indicate that the activity measured decreased whereas brighter colors (yellow, orange,

    red) indicate that activity has increased. Dark blue shading indicates areas that decreased by at least 1.0 z-scores. Red areas indicate areas that increased by at least 1.0 z-scores. Green areas did not change significantly.

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    When comparing the resting eyes closed results before and after SoundSelf, it is clear that the slower brainwaves (theta and delta) increased significantly in posterior regions, while faster brainwaves (beta, hi beta, and gamma) all decreased significantly, particularly in frontal and right hemispheric regions. Overall, this suggests a significant quieting of normal cognitive functions and perhaps an increased state of

    relaxation (less thinking, more being). Of course, our primary interest is examining what is occurring during the SoundSelf experience.

     

     

    The next sets of images compare before SoundSelf (eyes Open) to brainwave patterns during SoundSelf

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    These images are quite different than those obtained from pre-post recordings. These images demonstrate that during the SoundSelf experience there was an increase of Delta and Theta activity, particularly in the left hemisphere. This suggests a reduction of language based processing. In addition, there was an increase of Theta in frontal regions, which has been associated with feelings of bliss states during meditation. Alpha activity decreased significantly in posterior regions.


    This is the primary finding associated with psychedelics. While psychedelics tend to show a decrease of all frequency bands (with the exception of Gamma), alpha reduction is the most consistent and prominent finding. This will be examined in more detail a bit later. Beta and Hi Beta both showed mixed patterns. There was a slight decrease of activity in the posterior regions (similar to the alpha reduction), but also showed significant increases in left pre-frontal regions. Gamma, the fastest brainwave measured showed significant increases in multiple areas.

    While it is possible that some of this reflects muscle tension, it isalso likely that some of this activation is real. As noted above, Gamma is generally the only brainwave that shows increased levels during a psychedelic state. Gamma is also associated with increased blood flow. It is possible that some of this activation is related to the sensory processing from the SoundSelf experience. Specifically, there are dramatic visual and auditory effects in the experience which are likely to activate regions of the brain responsible for auditory and visual processing. Not surprisingly, these areas are represented in the Gamma activation patterns observed in the analysis below (temporal, parietal, and occipital lobes).

     

    To examine the above patterns in more detail, we examined alpha changes specifically in the Posterior Cingulate Cortex and Precuneus, both considered the “hub” of the Default Mode Network. These regions were singled out based on our interest in examining any patterns that may be consistent with a psychedelic experience.

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    The images above clearly show significant decreases of alpha activity in the specific regions of the brain associated with the “hub” of the DMN.The 3D brain images displayed below shows changes in the brain after the Soma breath meditation. Cooler colors (blues) indicate that the activity measured decreased activity whereas brighter colors (yellow, orange, red) indicate that activity has increased. Dark blue shading indicates areas that decreased by at least 1.0 z-scores. Red and Gray areas indicate areas that increased by at least 1.0 z-scores. Green areas did not change significantly.

    This single case study demonstrates that the SoundSelf experience can elicit brainwave patterns similar to a psychedelic state. Specifically, in this case, decreased alpha in the DMN and increased gamma. At the same time, there were other patterns that are not consistent with a traditional psychedelic state (increased delta and theta). After the experience, the subject appeared to show a return to baseline alpha levels, a reduction of fast activity, and an increase of slow activity, suggesting a very quiet, restful state of consciousness. Based on these preliminary results, a full pilot including 6 subjects with a control condition seemed warranted.

    6 SUBJECT PILOT STUDY RESULTS

    After reviewing the single case study above, it seemed important to determine if the observed results are consistent across subjects and if these results are significantly different than a more traditional VR meditation experience.

    After averaging the brainwave activity of the 6 subjects by condition, we compared pre- post Soundself and Relax VR meditation data across all EEG bands, in all brain regions to determine the overall percent change.

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    In the Eyes Open comparison (eyes open baseline compared to during the VR experience), the overall pattern of brainwave changes is fairly similar between Active and Control conditions with some potentially important differences. While both conditions show a decrease of slow brainwave activity (Delta, Theta, Alpha), only the Control condition shows an increase of Beta. While both show an increase of Hibeta, there is a

     

    dramatic difference between the two conditions. The increase for the Active condition is nominal, while the increase for the Control condition is quite significant. This trend continues into the Gamma band, where both conditions increased significantly, with the Control condition increasing at a much larger rate.

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    In the Eyes closed, pre-post comparison, the Control condition showed decreases of slow wave activity (Delta, Theta) and increased fast activity (Lobeta, Beta). This suggests an activating response-the brain is more alert and engaged after the guided meditation experience. In comparison, the Active condition showed a decrease or no significant movement across all brainwave patterns. This suggests a quieting of the brain and may also be indicative of a more open, disinhibited state of consciousness. As noted in the individual case study, research with

    psychedelics has consistently demonstrated a decrease of brainwave activity, particularly in the alpha brainwave band.

     

    When the brainwave patterns were examined by specific regions of interest, it was clear that there were specific brain regions in specific EEG bands that were significantly different between the two groups. These are highlighted below.

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    Here, we can clearly see that there was a dramatic difference in Gamma production between the Control and Active group in the Precuneus. This was true in both eyes open and eyes closed comparisons. However, it is noted that Gamma activity actually decreased in the control group during the VR experience. The Precuneus is commonly considered the hub of the Default Mode Network (DMN). This set of structures is critically important in altered states of consciousness, meditation, and mental

    health. Because of its role in orchestrating complex cognitive processes related to “the self,” the DMN has become the most examined set of brain structure in relation to psychedelics. As noted earlier, the most common EEG pattern associated with psychedelic states involves a decrease of slow brainwave activity (esp. alpha), especially in the DMN. In addition, several studies have also found an increase of Gamma during psychedelic states.

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    The Central Executive Network (CEN) is comprised of a variety of frontal and parietal brain structures working together to coordinate inhibition, task switching, and updating. It inhibits the default mode network, engages your conscious brain to think, and maintains attention on a prioritized task. In fact, this network works in opposition to the DMN.

     

    Whereas an active DMN is often associated with mind-wandering, an active CEN is associated with focused attention to a cognitive task. Lobeta is a brainwave frequency at the low end of the beta band. It is suggestive of a state of consciousness that is alert, and “ready for action.” You can think of it as a fast idle. Based on this brief description,

    you can see that the Control condition showed significantly more Lobeta activation in both eyes open and eyes closed recordings in relation to the active intervention. Interestingly, there is a dramatic increase after the intervention is over, suggesting a brain that is looking for something to do.

     

    Next, we wanted to explore the subjective experience of the subjects. As noted above, all subjects completed Pre-Post Brunel Mood Scales. This allowed us to examine any changes in how the VR experiences changed feeling states.

    BRUNEL MOOD SCALE

    The Brunel Mood Scale (Soos et al., 2007) consists of 32 mood descriptors that are categorized into 8 unipolar dimensions: anger, tension, depression, vigor, fatigue, confusion, happiness, calmness. For this study vigor, fatigue, and anger were eliminated due to lack of relevance. Using a response frame of “how do you feel right now?” subjects indicated the extent of their experience of the mood descriptors on a 5-point scale (0= not at all, 1= a little, 2= moderately, 3= quite a bit, 4= extremely). The graph below shows the average changes, reported by the 6 subjects.

    Subject responses indicated significant decreases in feelings of tension, depression, and confusion, and significant increases in happiness and calmness. Interestingly, the overall changes between the control (guided meditation) and active (SoundSelf) conditions were very similar. Subjects did report a greater decrease of confusion during the guided meditation (-28% compared to -13%), and a greater increase of calmness in the active experience (40% to 35%)

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    These results suggest that there may be some common impacts on mood between the two experiences, all of which appear to be positive.

    ALTERED STATES OF CONSCIOUSNESS SCALE

    The Altered States of Consciousness Scale (OAV) has been in use for nearly 30 years and applied in a broad range of settings to examine a person’s experience during non-ordinary states (Studerus, et al., 2010). The scale contains 66 items, organized into 11 scales, measuring

    experiences such as, “Experience of Unity,” and “Disembodiment.” The original scale utilized a visual analogue scale for each item that measured 100 millimeters. This was replaced in the current study with a 0-10 Likert Scale.

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    Both interventions resulted in a similar level of “blissful state.” Otherwise, the active experience (SoundSelf) was greater than the control meditation experience on all other scales. The difference was most notable on scales measuring disembodiment and impaired control and cognition.

    To assess whether these scores were meaningfully related to a psychedelic experience, we compared the scores to data from previously published research with psilocybin mushrooms. Total scores for each subject, for each scale were transformed into a total percentage (0-100) providing a means to compare data from previous studies with data from the current study.

     

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    These results, suggest that the SoundSelf VR experience shows many consistencies with the experience of Psilocybin. It is noted that the SoundSelf experience actually scored higher on Experience of Unity than previous research with Psilocybin. When compared to the control

    condition, there were similar reports of Spiritual Experience and Bliss. However, SoundSelf clearly separated from the Control condition, moving closer to a traditional psychedelic experience on reports of Disembodied and Impaired Cognition.

    QUALITATIVE ANALYSIS

    After each VR experience, subjects participated in a structured interview. The research read the following questions and the subject verbally responded. Their answers were recorded and then transcribed. The questions were as follows:

    1. What did you think of it?
    2. How did the VR experience feel?
    3. How did the experience feel in relation to how you normally meditate? Why do you think that is? 
    4. Let’s think back to when you were in the VR session, what went through your head, if anything at all? Would you be able to replay or think aloud as if you were in the session?
    5. If you had a magic wand, is there anything you’d like to change with your experience, or the design of it?
    6. What was the highlight? Why?

    Readers are referred to Appendix 1 for a full list of subject responses. However, when the SoundSelf responses were examined for themes the following themes emerged:

     

    1. Sound Self is more comparable to a psychedelic experience than a VR meditation experience
    2. Users feel an immediate need to have it
    3. Offers a naturally engaging interaction model
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    Photo by Joseph Gruenthal 

    CONCLUSIONS

    The results from this study suggest that the SoundSelf VR experience can produce experiences similar to those of traditional psychedelics. The results of the ASC questionnaire demonstrate this quite clearly, showing the overall trend of all subjects to report “experience of unity” at a level higher than previously published research with Psilocybin. In addition, it is noted that reports of feeling “disembodied” and “impaired cognition,” were approaching the levels observed in research with Psilocybin. Consistent with these findings, many of the guided interview responses appeared to suggest elements of a psychedelic experience. For example, Subject 3 noted, “70% of the way through I became very aware of sensations in my body. It was tingling and pleasurable. There was a feeling of lightness and ecstasy.” Subject 1 noted, “I felt like I was in another world. Being somewhere else in meditation made it feel way more calming and immersive (than normal meditation).”

     

    Importantly, the brainwave changes that were observed in the SoundSelf experience also showed patterns similar to those observed in research with traditional psychedelics. During the SoundSelf experience, subjects showed increased Gamma activation, while all other EEG bands decreased. Immediately after the SoundSelf experience, all EEG activity showed a decrease compared to baseline levels. These patterns were different than those observed with the Guided Meditation VR experience which showed increased brainwave activation in the Beta bands during and after the experience. In addition, some of the specific brain regions most impacted by the SoundSelf experience were directly connected to the Default Mode Network, the region primarily responsible for our sense of identity. In comparison, the Guided Meditation VR experience showed

    increased activation in the Executive Network, suggesting an increase of thinking, analysis, or problem solving.

     

    In addition to the above effects, it also appears that the SoundSelf practice has a positive effect on mood states. Overall, subjects in this study reported a significant decrease of negative mood states such as tension and confusion, and a significant increase in positive mood states such as calmness and happy. It is noted that these same patterns were observed in the control condition.

     

    The overall results of this pilot were very positive and suggest that the SoundSelf VR experience may have the capacity to induce states similar to those observed with traditional psychedelics.

     

    Future studies should obviously include a larger sample size. In addition, it would be helpful to examine the impact of a longer SoundSelf session as well as the response to persons with psychedelic experience. Further, it may be valuable to examine individual subjects that have very strong responses to the practice to learn what it was that facilitated the experience for them.

     

    Contact:

    Jeff Tarrant, Ph.D.

    NeuroMeditation Institute

    Dr.Tarrant@hotmail.com

    www.NeuroMeditationInstitute.com

    FB: NeuroMeditation

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个人数据和使用数据被传输给开发者以保存游戏,并传输至开发者维护的服务器以获取成就、排行榜和游戏功能(如果适用)。

向第三方披露

我们不会保留任何个人数据或使用数据以提供给可能寻求此类数据的任何第三方。但是,我们和开发者可能会收集、保留和披露您提供的、我们有权访问的预期个人数据和使用数据,并相信此类行动是必要的:

遵守法律义务;
保护和捍卫我们的权利;
防止或调查与游戏或服务相关的可能的不当行为;
保护游戏、服务用户或公众的人身安全;和
避免承担法律责任
 
数据安全

尽管我们和开发者可以访问您购买和使用游戏时产生的个人数据和使用数据,如上所述,但保护任何个人身份使用数据或个人数据是我们的首要任务。此类数据仅与开发者和平台持有者共享,以支持您对游戏的使用。我们和开发者对任何此类数据的使用仅限于支持与平台、排行榜和成就跟踪的集成(如果适用),并且我们可能仅出于这些目的存储使用数据或个人数据。没有一种互联网传输方法或电子存储方法是 100% 安全的。同时我们努力使用商业上可接受的方式来保护您的个人数据。

儿童隐私

虽然开发者确实收集了一些有限的个人数据和使用数据,但我们不会与开发者以外的任何第三方共享此类数据,并且此类数据仅用于支持游戏和服务内部运营的目的16 C.F.R. 儿童在线隐私保护规则 (“COPPA)” 的例外情况312.2。此外,此类数据收集和使用是根据欧盟通用数据保护条例(“GDPR”)中规定的合法利益收集的。

如果您是父母或监护人,并且您知道您的孩子已向我们提供个人数据,请与我们联系。如果我们发现我们在未经父母同意的情况下收集了儿童的个人数据,我们将采取措施停止此类个人数据收集,并删除开发者或开发合作伙伴收集的任何个人数据。

无论未成年人就支持问题通过电子邮件联系开发者或发行商,该问题都会得到处理,因为所有支持请求均适用于游戏的所有用户。根据父母或监护人的要求,任何相关信件都将被删除和/或取消个性化。

本隐私政策的变更

我们可能会不时更新我们的隐私政策。我们将通过在我们网站的此页面上发布新的隐私政策来通知您任何更改:https://www.enterandromeda.com。我们还将更新本隐私政策顶部的“生效日期”。

建议您定期查看本隐私政策以了解任何变更。本隐私政策的更改在发布到本页面后即生效。

联系我们

如果您对本隐私政策有任何疑问,请联系我们:privacy@enterandromeda.com



终止用户许可协议

重要提示:在使用 ANDROMEDA 发布的任何应用程序之前,请仔细阅读本许可证。

Andromeda 发布或分发的任何应用程序(我们的“游戏”)均须遵守以下使用条款和条件。


1. 条款
通过购买、下载、安装或使用我们的游戏,您同意受这些使用条款和条件以及所有适用的法律和法规的约束。如果您不同意任何规定的条款和条件,您将被禁止购买、下载、安装或使用我们的任何游戏。

2. 使用许可
接收或打开包含我们其中一款游戏的软件的文件包,即表示您同意本最终用户许可协议 (EULA) 是具有法律约束力的有效合同,并同意受其约束。您同意遵守知识产权法以及本协议的所有条款和条件。

根据本协议的条款,Publisher Entertainment Limited 授予您有限的、非独占的、不可转让的许可,无权再许可,以根据本协议以及与 Publisher Entertainment 的任何其他书面协议使用游戏Limited 不会将我们游戏的所有权转让给您;授予您的许可不是销售。本协议是 Publisher Entertainment Limited 与我们游戏的购买者和/或用户之间具有约束力的法律协议。

如果您不同意受本协议的约束,则您无权以任何方式使用我们的游戏,并且必须从您的设备中删除我们的游戏。
 
3. 使用限制
我们的游戏和此处授予的许可不得全部或部分复制、修改、分发、转售、提供转售、转让或分许可。

您使用我们游戏的许可仅限于您购买的每个游戏的许可数量。您不得制作或提供我们游戏的额外副本以允许他人使用、复制、评估或以其他方式使用我们的游戏,除非以本协议允许的方式。
 
您应按照所有适用法律使用我们的游戏,不得用于任何非法目的。在不限制上述规定的情况下,使用、展示或分发我们的游戏以及色情、种族主义、粗俗、淫秽、诽谤、中伤、辱骂、煽动仇恨、歧视或表现出基于宗教、民族传统、严格禁止种族、性取向或年龄。

显示游戏内名称、使用游戏内聊天、全局聊天、社区功能或与游戏包含或相关的任何其他功能,或表现出 Publisher Entertainment Limited 单方面认为的任何类型的行为色情、种族主义、粗俗、淫秽、诽谤、诽谤、辱骂、煽动仇恨、基于宗教、民族传统、种族、性取向或年龄的歧视或偏见,可能会导致 Publisher Entertainment Limited 限制、删除、拒绝或在明确或无限期的时间内限制您访问游戏的某些或所有功能。

未经 Publisher Entertainment Limited 事先书面同意,严禁转让、再许可、联网、销售或分发我们游戏的副本。转让、出售、出借、出租、出租、借用、联网或转让本游戏的使用权或将本游戏用于任何商业用途,均属违反本协议的行为,并且可能违反适用的法律。

4. 数据
您承认 Andromeda Entertainment, Limited 可以记录、存储和访问您在使用游戏期间以任何方式记录的与我们的游戏相关的个人身份数据,并接受上述隐私政策以及开发者的任何隐私政策以及适用的法律和法规。


5. 版权限制
我们的游戏包含受版权保护的材料、商业秘密和其他专有材料。未经发行商明确许可和批准,您不得且不得尝试修改、逆向工程、反汇编或反编译我们的游戏,您不得创建任何衍生作品或基于或衍生自的其他作品未经发行商明确许可,我们的全部或部分游戏。

发行商及其许可方(如适用)保留我们游戏的所有权利、所有权和利益以及与之相关的所有知识产权的唯一且排他的所有权。

版权法和国际版权条约规定保护我们的游戏、产品和服务的所有部分。除非本许可中另有规定,否则用户不得以任何方式复制或使用任何程序、代码、部分、图像、音频样本或文本。本协议未明确授予的所有权利均归出版商及其许可方所有。

6. 责任限制
对于因您使用我们的游戏而产生的或以任何方式与之相关的任何及所有索赔、诉讼、要求和费用,您将赔偿 Andromeda Entertainment Limited、其员工、代理、开发商和分销商,使其免受损害并为之辩护。

在任何情况下(包括但不限于疏忽的情况下),发行商或其员工、代理、开发商或分销商均不对任何后果性、偶然性、间接性、特殊性或惩罚性损害(包括但不限于因以下原因造成的损害)承担责任:与本协议、我们的游戏或使用或无法使用我们的游戏相关的或由此产生的利润损失、使用损失、业务中断、信息或数据丢失或金钱损失)游戏或本协议项下任何其他事项的提供、表演或使用,无论是基于合同、侵权行为还是任何其他理论(包括疏忽)。

在任何情况下,发行商或开发商都不会补偿我们游戏的购买价格。我们游戏的购买价只能从向您提供该产品的一方获得,并受该方的条款和条件的约束。

7. 保证
发行商对我们的游戏不作任何陈述或保证,并明确排除所有其他明示或暗示、口头或书面的保证,包括但不限于对适销质量或特定用途适用性的任何暗示保证。

8. 适用法律
本协议受适用的德克萨斯州法律管辖。您特此不可撤销地授权并服从德克萨斯州法院的非专属管辖权。如果任何条款被视为非法、无效或无法执行,则该条款应被视为可与本许可证分割,并且不影响任何其他条款的有效性和可执行性。

9. 终止
任何不遵守本协议的条款和条件的行为将导致本许可自动立即终止。出于任何原因终止本协议授予的许可后,您同意立即停止使用我们的游戏并销毁根据本协议提供的我们游戏的所有副本。您产生的财务义务在本许可证到期或终止后仍然有效。
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