A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum

Virtual environments and games are often used to evoke positive emotions. Contrary the survival horror genre aims to induce negative feelings in players. The effects of playing fear-inducing games in virtual reality (VR) is rather unexplored, since research mainly focuses on positive emotions. To in...

Full description

Saved in:
Bibliographic Details
Published inEntertainment computing Vol. 45; p. 100539
Main Authors Steinhaeusser, Sophia C., Eckstein, Benjamin, Lugrin, Birgit
Format Journal Article
LanguageEnglish
Published Elsevier B.V 01.03.2023
Subjects
Online AccessGet full text

Cover

Loading…
More Information
Summary:Virtual environments and games are often used to evoke positive emotions. Contrary the survival horror genre aims to induce negative feelings in players. The effects of playing fear-inducing games in virtual reality (VR) is rather unexplored, since research mainly focuses on positive emotions. To investigate the relationship between immersion, presence and negative emotion induction, we compared repeated horror game usage between playing on desktop computers, in VR, and smart substitutional reality (SSR), which supplements VR with additional haptic and thermal stimuli. Conducting a longitudinal study utilizing questionnaires, observations and physiological measurements, we expected an increase of fear using VR and SSR due to the increased immersion. Physiological data was not analyzed due to huge data loss, while observations and self-reports revealed contradictory results. Behavioral data showed stronger expression of fear in VR and SSR. Presence was increased in the VR and SSR groups compared to PC, further a mediation of emotion induction via presence was confirmed. Altogether, the reception of horror games within VR or SSR is associated with strong emotional reactions for selected individuals. Future research should take methodological lessons learned into account. •Development of two horror games for computer, virtual and substitutional reality.•Mixed methods approach using questionnaires, behavioral data, and physiological data.•Increased presence for virtual and substitutional reality compared to computer game.•Presence mediated emotion induction.•Mixed results indicate strong fear expression for virtual and substitutional reality.
ISSN:1875-9521
1875-953X
DOI:10.1016/j.entcom.2022.100539