Abstract

Virtual environments and games are often used to evoke positive emotions. Contrary the survival horror genre aims to induce negative feelings in players. The effects of playing fear-inducing games in virtual reality (VR) is rather unexplored, since research mainly focuses on positive emotions. To investigate the relationship between immersion, presence and negative emotion induction, we compared repeated horror game usage between playing on desktop computers, in VR, and smart substitutional reality (SSR), which supplements VR with additional haptic and thermal stimuli. Conducting a longitudinal study utilizing questionnaires, observations and physiological measurements, we expected an increase of fear using VR and SSR due to the increased immersion. Physiological data was not analyzed due to huge data loss, while observations and self-reports revealed contradictory results. Behavioral data showed stronger expression of fear in VR and SSR. Presence was increased in the VR and SSR groups compared to PC, further a mediation of emotion induction via presence was confirmed. Altogether, the reception of horror games within VR or SSR is associated with strong emotional reactions for selected individuals. Future research should take methodological lessons learned into account.

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