Susanna Brambilla;Giuseppe Boccignone;Nunzio Alberto Borghese;Laura A. Ripamonti
{"title":"基于玩家行为和生理数据的虚拟现实恐怖游戏压力评估","authors":"Susanna Brambilla;Giuseppe Boccignone;Nunzio Alberto Borghese;Laura A. Ripamonti","doi":"10.1109/TG.2025.3563258","DOIUrl":null,"url":null,"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.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 3","pages":"827-838"},"PeriodicalIF":2.8000,"publicationDate":"2025-04-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Stress Assessment in Virtual Reality Horror Games Using Players' Behavioral and Physiological Data\",\"authors\":\"Susanna Brambilla;Giuseppe Boccignone;Nunzio Alberto Borghese;Laura A. Ripamonti\",\"doi\":\"10.1109/TG.2025.3563258\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":55977,\"journal\":{\"name\":\"IEEE Transactions on Games\",\"volume\":\"17 3\",\"pages\":\"827-838\"},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2025-04-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE Transactions on Games\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://ieeexplore.ieee.org/document/10972326/\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Games","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10972326/","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
Stress Assessment in Virtual Reality Horror Games Using Players' Behavioral and Physiological Data
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.