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Effectiveness of Virtual Reality Survival Horror Games for the Emotional Elicitation: Preliminary Insights Using Resident Evil 7: Biohazard

机译:虚拟现实生存恐怖游戏对情感启发的有效性:使用《生化危机7:生物危害》的初步见解

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Survival horror games played in virtual reality can trigger intense fright and anxiety in the players. Such unique characteristics can thus be exploited not only as a source of entertainment, but also as a tool for both emotion elicitation and emotional training. However, studies investigating the players' experience and the emotional activation while playing virtual reality video games are still very limited and horror games represent an even more limited number of these. Within this context, this study was aimed to compare a horror game Resident Evil 7: Biohazard, experienced through virtual reality as opposed to a non-immersive display modality (i.e. console system), and exploring differences in the usability and the emotional activation. In order to answer to such objectives, the game was played by a sample of 26 young adults, half of which played using Playstation VR, while the other half through a more traditional non-immersive console setup (PS4 Pro). The usability and the emotional impact of the game was assessed through self-report questionnaires and the recording of physiological indexes (heart rate, skin conductance response). Results showed that: (a) playing a horror video game in virtual reality was not more difficult than playing in a non-immersive display modality; (b) players showed an increased perceived anxiety both after playing the horror video game in virtual reality and playing in a non-immersive display modality; interestingly, the perceived sense of happiness significandy increased only after playing in virtual reality; finally the sense of presence resulted to be greater in virtual reality as opposed to the non-immersive condition.
机译:在虚拟现实中玩的生存恐怖游戏会引起玩家强烈的恐惧和焦虑。因此,这种独特的特征不仅可以用作娱乐的来源,而且可以用作情感启发和情感训练的工具。然而,研究玩家在玩虚拟现实视频游戏时的体验和情绪激活的研究仍然非常有限,而恐怖游戏所占的比例甚至更为有限。在此背景下,本研究旨在比较恐怖游戏《生化危机7:生物危害》(Resident Evil 7:Biohazard),该游戏通过虚拟现实而不是非沉浸式显示模式(即控制台系统)体验到,并探索了可用性和情感激活方面的差异。为了实现这些目标,该游戏由26位年轻人组成,其中一半使用Playstation VR进行游戏,另一半则通过更传统的非沉浸式游戏机设置(PS4 Pro)进行。通过自我报告调查表和生理指标(心率,皮肤电导反应)的记录来评估游戏的可用性和情感影响。结果表明:(a)在虚拟现实中玩恐怖电子游戏并不比在非沉浸式显示形式中玩游戏更困难; (b)在虚拟现实中玩恐怖视频游戏和在非沉浸式显示方式中玩游戏后,玩家均表现出越来越大的焦虑感;有趣的是,只有在虚拟现实中玩耍之后,人们才会感受到幸福感的重要性。最终,与非沉浸式条件相比,虚拟现实中的存在感更强。

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