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Zhang, H., Li, X., Fu, X., Qiu, C., Zhang, J. & Carroll, J. M. (2024). Understanding Fear Responses and Coping Mechanisms in VR Horror Gaming: Insights From Semistructured Interviews. IEEE Transactions on Games, 16(4), 868-881
Open this publication in new window or tab >>Understanding Fear Responses and Coping Mechanisms in VR Horror Gaming: Insights From Semistructured Interviews
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2024 (English)In: IEEE Transactions on Games, ISSN 2475-1502, E-ISSN 2475-1510, Vol. 16, no 4, p. 868-881Article in journal (Refereed) Published
Abstract [en]

Virtual reality (VR) has the capacity to offer unparalleled immersive experiences, particularly in the domain of horror gaming. However, creating both practical and enjoyable VR applications necessitates a nuanced understanding of user emotions and behaviors. To fill this gap, we conducted semistructured interviews with 25 participants who engaged in VR horror games, specifically exploring their emotional responses to fear-inducing stimuli and their coping strategies. The results revealed the motivations behind users' behaviors in response to different types of fear, highlighting the need to understand and manage negative emotions in VR environments, and provides insights into user needs and design methodologies in VR horror games.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2024
Keywords
Games, Interviews, Virtual environments, Anxiety disorders, Three-dimensional displays, Physiology, Media, Coping strategy, fear, qualitative analysis, virtual reality (VR) game
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-359178 (URN)10.1109/TG.2024.3403768 (DOI)001381392800005 ()2-s2.0-85194057993 (Scopus ID)
Note

QC 20250128

Available from: 2025-01-28 Created: 2025-01-28 Last updated: 2025-03-10Bibliographically approved
Zhang, H., Li, X., Sun, Y., Fu, X., Qiu, C. & Carroll, J. M. (2024). VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games. In: Proceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024: . Paper presented at 31st IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024, Orlando, United States of America, Mar 16 2024 - Mar 21 2024 (pp. 320-330). Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games
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2024 (English)In: Proceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024, Institute of Electrical and Electronics Engineers (IEEE) , 2024, p. 320-330Conference paper, Published paper (Refereed)
Abstract [en]

Understanding and recognizing emotions are important and challenging issues in the metaverse era. Understanding, identifying, and predicting fear, which is one of the fundamental human emotions, in virtual reality (VR) environments plays an essential role in immersive game development, scene development, and next-generation virtual human-computer interaction applications. In this article, we used VR horror games as a medium to analyze fear emotions by collecting multi-modal data (posture, audio, and physiological signals) from 23 players. We used an LSTM-based model to predict fear with accuracies of 65.31% and 90.47% under 6-level classification (no fear and five different levels of fear) and 2-level classification (no fear and fear), respectively. We constructed a multi-modal natural behavior dataset of immersive human fear responses (VRMN-bD) and compared it with existing relevant advanced datasets. The results show that our dataset has fewer limitations in terms of collection method, data scale and audience scope. We are unique and advanced in targeting multi-modal datasets of fear and behavior in VR stand-up interactive environments. Moreover, we discussed the implications of this work for communities and applications. The dataset and pre-trained model are available at https://github.com/KindOPSTAR/VRMN-bD.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2024
Keywords
Activity recognition and understanding, Artificial intelligence, Computing methodologies, Database, HCI design and evaluation methods, Human computer interaction (HCI), Human-centered computing, Virtual reality
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-346406 (URN)10.1109/VR58804.2024.00054 (DOI)001212781000005 ()2-s2.0-85191446908 (Scopus ID)
Conference
31st IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024, Orlando, United States of America, Mar 16 2024 - Mar 21 2024
Note

Part of ISBN 9798350374025

QC 20240514

Available from: 2024-05-14 Created: 2024-05-14 Last updated: 2024-09-05Bibliographically approved
Zhang, H., Li, X., Qiu, C. & Fu, X. (2023). Decoding Fear: Exploring User Experiences in Virtual Reality Horror Games. In: Proceedings of the 11th International Symposium of Chinese CHI: Generative, Reflective, Envisioning, Chinese CHI 2023: . Paper presented at 11th International Symposium of Chinese CHI, Chinese CHI 2023, Bali, Indonesia, Nov 13 2023 - Nov 16 2023 (pp. 411-419). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Decoding Fear: Exploring User Experiences in Virtual Reality Horror Games
2023 (English)In: Proceedings of the 11th International Symposium of Chinese CHI: Generative, Reflective, Envisioning, Chinese CHI 2023, Association for Computing Machinery (ACM) , 2023, p. 411-419Conference paper, Published paper (Refereed)
Abstract [en]

This preliminary study investigated user experiences in VR horror games, highlighting fear-triggering and gender-based differences in perception. By utilizing a scientifically validated and specially designed questionnaire, we successfully collected questionnaire data from 23 subjects for an early empirical study of fear induction in a virtual reality gaming environment. The early findings suggest that visual restrictions and ambient sound-enhanced realism may be more effective in intensifying the fear experience. Participants exhibited a tendency to avoid playing alone or during nighttime, underscoring the significant psychological impact of VR horror games. The study also revealed a distinct gender difference in fear perception, with female participants exhibiting a higher sensitivity to fear stimuli. However, the preference for different types of horror games was not solely dominated by males; it varied depending on factors such as the game's pace, its objectives, and the nature of the fear stimulant.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
Keywords
affective computing, coping strategy, fear, Virtual reality game
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-344566 (URN)10.1145/3629606.3629646 (DOI)001182063600038 ()2-s2.0-85187229552 (Scopus ID)
Conference
11th International Symposium of Chinese CHI, Chinese CHI 2023, Bali, Indonesia, Nov 13 2023 - Nov 16 2023
Note

Part of ISBN 9798400716454

QC 20240321

Available from: 2024-03-20 Created: 2024-03-20 Last updated: 2025-02-18Bibliographically approved
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ORCID iD: ORCID iD iconorcid.org/0000-0002-9069-6851

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