Stress Assessment in Virtual Reality Horror Games Using Players' Behavioral and Physiological Data

IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Susanna Brambilla;Giuseppe Boccignone;Nunzio Alberto Borghese;Laura A. Ripamonti
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引用次数: 0

Abstract

In the realm of video games, achieving a state of flow is paramount for player engagement, striking a delicate balance between boredom and anxiety. Under such circumstances, monitoring player's stress level plays a crucial role. Here, by addressing state-space dynamics, we model stress unfolding over time, allowing for both its continuous and discrete assessment. This study builds upon our previous research, advancing stress assessment techniques to enhance tailored and immersive gaming experiences through virtual reality in horror games. We provide detailed insights into our collected data, which includes physiological measurements, motion behavioral data, and participants' self-reported stress levels. In addition, we conduct an in-depth analysis on individual participants to delve deeper into the dynamics of stress experienced by each player. Results achieved give evidence that the measurement of motion behavioral data, exclusively collected from the headset, well compares to that based on electrodermal activity, more classically related to stress assessment.
基于玩家行为和生理数据的虚拟现实恐怖游戏压力评估
在电子游戏领域,达到心流状态对玩家粘性至关重要,要在无聊和焦虑之间取得微妙的平衡。在这种情况下,监测玩家的压力水平起着至关重要的作用。在这里,通过处理状态空间动力学,我们建立了应力随时间展开的模型,允许其连续和离散评估。这项研究建立在我们之前的研究基础上,通过在恐怖游戏中使用虚拟现实技术来推进压力评估技术,以增强量身定制的沉浸式游戏体验。我们对收集的数据提供了详细的见解,包括生理测量、运动行为数据和参与者自我报告的压力水平。此外,我们对个体参与者进行了深入分析,以更深入地研究每个参与者所经历的压力动态。所获得的结果证明,仅从耳机收集的运动行为数据的测量结果与基于皮肤电活动的测量结果相比要好得多,而皮肤电活动通常与压力评估有关。
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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