C. Teixeira, A. Gonçalves, Catarina Gonçalves, Cátia Martins, Luís Diogo Marinho Matos
{"title":"The Impact of Virtual Reality on the Induction of Affective States","authors":"C. Teixeira, A. Gonçalves, Catarina Gonçalves, Cátia Martins, Luís Diogo Marinho Matos","doi":"10.26580/PTHJ.ART9-2018","DOIUrl":null,"url":null,"abstract":"The main objective of this study is to understand if two different virtual environments induce different affective states in the participants. The specific objectives are to compare the different levels of game experience according to the dimensions of presence, to compare the absence and presence of virtual reality in the induction of affective states and to compare the levels of regularity in the use of video games and its impact on affective states. For this purpose, 20 participants were collected for convenience, from a Portuguese University in the north, aged between 18 and 44 years of both sexes, which were distributed 10 for each virtual environment where a group performed the experience with the game Aboots Demo and the other group performed with the game Resident Evil 7. A Socio-Demographic Questionnaire, the Affective States Profile and the IPQp were used for data collection. The main conclusions of this study showed different affective states in the different virtual reality conditions/environments, where Tension, Vigor and fatigue are the most relevant.","PeriodicalId":185696,"journal":{"name":"PSYCHTECH & HEALTH JOURNAL","volume":"57 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"PSYCHTECH & HEALTH JOURNAL","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.26580/PTHJ.ART9-2018","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The main objective of this study is to understand if two different virtual environments induce different affective states in the participants. The specific objectives are to compare the different levels of game experience according to the dimensions of presence, to compare the absence and presence of virtual reality in the induction of affective states and to compare the levels of regularity in the use of video games and its impact on affective states. For this purpose, 20 participants were collected for convenience, from a Portuguese University in the north, aged between 18 and 44 years of both sexes, which were distributed 10 for each virtual environment where a group performed the experience with the game Aboots Demo and the other group performed with the game Resident Evil 7. A Socio-Demographic Questionnaire, the Affective States Profile and the IPQp were used for data collection. The main conclusions of this study showed different affective states in the different virtual reality conditions/environments, where Tension, Vigor and fatigue are the most relevant.