An Examination of Memory Performance in a Fearful Virtual Reality Gaming Context

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
L. Lo, C. L. Ip
{"title":"An Examination of Memory Performance in a Fearful Virtual Reality Gaming Context","authors":"L. Lo, C. L. Ip","doi":"10.1177/10468781231166249","DOIUrl":null,"url":null,"abstract":"Background The emotion of fear bears a survival significance enabling animals to be highly vigilant in contexts of uncertainty. Expectedly, not all information available in the environment can be processed. Given that a major goal is to get rid of the source of fear in a fearful situation, the current study therefore hypothesized that information relating to the fear source would be better attended to and recalled than contextual information, which was validated by comparing participants’ recall of different types of information presented in a fearful VR gaming context. Methodology Fifty-four participants were divided into two groups and finished a specific segment of a VR game with different fear levels. Results No significant difference in recall performance on the questions about the appearance of the fear source and the questions about the interaction with the source was observed between the fear and less-fear groups. Yet, contextual information was better recalled than information related to the fear source in both groups. Regardless of whether the contextual information was provided beforehand or not, participants still tended to focus primarily on the environment in the gameplay. Also, the immersiveness of the gameplay was positively related to participants’ fear level. Discussion The tendency of attending to contextual information was speculated to be unconditional, in line with the risk calculation observed in prey when situated in less familiar contexts. It was suggested to further validate the present primarily findings by adopting VR headset with eye-tracking function in future studies. Lastly, an understanding of fear’s effect on memorization might also provide some information for developing future survival horror games.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"276 - 293"},"PeriodicalIF":1.5000,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIMULATION & GAMING","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/10468781231166249","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

Abstract

Background The emotion of fear bears a survival significance enabling animals to be highly vigilant in contexts of uncertainty. Expectedly, not all information available in the environment can be processed. Given that a major goal is to get rid of the source of fear in a fearful situation, the current study therefore hypothesized that information relating to the fear source would be better attended to and recalled than contextual information, which was validated by comparing participants’ recall of different types of information presented in a fearful VR gaming context. Methodology Fifty-four participants were divided into two groups and finished a specific segment of a VR game with different fear levels. Results No significant difference in recall performance on the questions about the appearance of the fear source and the questions about the interaction with the source was observed between the fear and less-fear groups. Yet, contextual information was better recalled than information related to the fear source in both groups. Regardless of whether the contextual information was provided beforehand or not, participants still tended to focus primarily on the environment in the gameplay. Also, the immersiveness of the gameplay was positively related to participants’ fear level. Discussion The tendency of attending to contextual information was speculated to be unconditional, in line with the risk calculation observed in prey when situated in less familiar contexts. It was suggested to further validate the present primarily findings by adopting VR headset with eye-tracking function in future studies. Lastly, an understanding of fear’s effect on memorization might also provide some information for developing future survival horror games.
在恐惧的虚拟现实游戏环境中对记忆性能的检验
背景恐惧情绪具有生存意义,使动物能够在不确定的环境中保持高度警惕。不出所料,并不是所有环境中可用的信息都能被处理。鉴于主要目标是在恐惧的情况下摆脱恐惧源,因此,当前的研究假设,与情境信息相比,与恐惧源相关的信息会得到更好的关注和回忆,这一点通过比较参与者对恐惧的VR游戏情境中呈现的不同类型信息的回忆得到了验证。方法54名参与者被分为两组,以不同的恐惧水平完成VR游戏的特定片段。结果恐惧组和恐惧程度较低组在关于恐惧源出现的问题和关于与恐惧源互动的问题上的回忆表现没有显著差异。然而,在两组中,情境信息比与恐惧源相关的信息更容易被回忆起来。无论上下文信息是否事先提供,参与者仍然倾向于主要关注游戏中的环境。此外,游戏的沉浸感与参与者的恐惧水平呈正相关。讨论关注上下文信息的趋势被推测为无条件的,这与在不太熟悉的上下文中观察到的猎物的风险计算一致。建议在未来的研究中通过采用具有眼动追踪功能的VR耳机来进一步验证目前的主要发现。最后,了解恐惧对记忆的影响也可能为开发未来的生存恐怖游戏提供一些信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信