kth.sePublikationer KTH
Ändra sökning
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Decoding Fear: Exploring User Experiences in Virtual Reality Horror Games
The Future Laboratory, Tsinghua University Beijing, China; College of Information Sciences and Technology, Pennsylvania State University Beijing, China.
Academy of Arts & Design, Tsinghua University Beijing, China.
KTH, Skolan för elektroteknik och datavetenskap (EECS), Människocentrerad teknologi, Medieteknik och interaktionsdesign, MID.ORCID-id: 0000-0002-9069-6851
The Future Laboratory, Tsinghua University Beijing, China.
2023 (Engelska)Ingår i: Proceedings of the 11th International Symposium of Chinese CHI: Generative, Reflective, Envisioning, Chinese CHI 2023, Association for Computing Machinery (ACM) , 2023, s. 411-419Konferensbidrag, Publicerat paper (Refereegranskat)
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.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM) , 2023. s. 411-419
Nyckelord [en]
affective computing, coping strategy, fear, Virtual reality game
Nationell ämneskategori
Annan teknik
Identifikatorer
URN: urn:nbn:se:kth:diva-344566DOI: 10.1145/3629606.3629646ISI: 001182063600038Scopus ID: 2-s2.0-85187229552OAI: oai:DiVA.org:kth-344566DiVA, id: diva2:1845954
Konferens
11th International Symposium of Chinese CHI, Chinese CHI 2023, Bali, Indonesia, Nov 13 2023 - Nov 16 2023
Anmärkning

Part of ISBN 9798400716454

QC 20240321

Tillgänglig från: 2024-03-20 Skapad: 2024-03-20 Senast uppdaterad: 2025-02-18Bibliografiskt granskad

Open Access i DiVA

Fulltext saknas i DiVA

Övriga länkar

Förlagets fulltextScopus

Person

Qiu, Christine

Sök vidare i DiVA

Av författaren/redaktören
Qiu, Christine
Av organisationen
Medieteknik och interaktionsdesign, MID
Annan teknik

Sök vidare utanför DiVA

GoogleGoogle Scholar

doi
urn-nbn

Altmetricpoäng

doi
urn-nbn
Totalt: 94 träffar
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf