Abstract

Video games are popular as entertainment tools. Yet, they can also be used as tools for other activities, including relaxation and meditation. Virtual reality (VR) games have enhanced player experiences thanks to immersive applications, such as VR cinema, virtual browsing, and virtual spaces that can be used as an extension of the physical area. Among those applications, VR shows promise for relaxing and therapeutic applications. However, most of these applications position users in a passive interaction with their environment. This project explores if relaxation and mindfulness in VR can be achieved through active player engagement, where users directly control their character and provide input. Two versions of a relaxing video game were made: (1) a PC version where the player flies and explores natural landscapes in-game on a classical PC gaming setup (i.e., a monitor display, keyboard, and gamepad); (2) a VR version, where the game is played via head-mounted display (HMD), specifically the Oculus Quest. I used a brain-computer interface (BCI), specifically the "Emotiv Insight" Electroencephalography (EEG) headband, to record participants' brainwave activities while playing the game. Based on the results of my study, I found a statistically significant difference on both theta and alpha brainwave frequencies (i.e., the brainwaves that express relaxation and engagement) between the PC and VR versions of the game. Furthermore, I collected qualitative impressions of both the PC and VR games, where participants reported their subjective levels of relaxation after each version. The results of the survey show that participants experienced enhanced relaxations states in VR compared to PC. This thesis contributes empirical evidence that VR games can be used to further enhance relaxation states in players and show promise for applications in mindfulness and meditation through active player engagement.--Author's abstract

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