Author(s)
Term
4. term
Education
Publication year
2022
Submitted on
2022-12-21
Pages
23 pages
Abstract
Inspired by recent findings in Affective Gaming and Recreational Fear, this study investigated the feasibility of using a respiration belt to create an affective horror experience by replacing the button-held breathing mechanic used to avoid the blind, but sound-sensitive enemies in the commercially available survival horror game; Maid of Sker, with real-life breath-holding. A between-subjects experiment with 20 voluntary participants was conducted with breath controls as independent variables. Players in the control condition held their breath in-game using Z keypress, whereas players in the experimental condition held their breath in real-life, as determined by a binary predictor algorithm fed by a respiration belt. Players navigated a linear level while their GSR response was Recorded, then filled out a self-report questionnaire evaluating their playing experience in regard to enjoyment, fear and presence. While the breath-based control interface proved feasible, no significant difference was seen in the player experience factors between groups. Despite this, the future for breath-based biofeedback in commercial horror looks promising, with indications of it being more intuitive than keyboard controls, having a calming effect on fear, ease-of-use issues increasing fear response due to reduced agency, over-sensitized fear resulting in enjoyment, and game familiarity affecting fear response to a lesser extent than horror familiarity.
Inspired by recent findings in Affective Gaming and Recreational Fear, this study investigated the feasibility of using a respiration belt to create an affective horror experience by replacing the button-held breathing mechanic used to avoid the blind, but sound-sensitive enemies in the commercially available survival horror game; Maid of Sker, with real-life breath-holding. A between-subjects experiment with 20 voluntary participants was conducted with breath controls as independent variables. Players in the control condition held their breath in-game using Z keypress, whereas players in the experimental condition held their breath in real-life, as determined by a binary predictor algorithm fed by a respiration belt. Players navigated a linear level while their GSR response was recorded, then filled out a self-report questionnaire evaluating their playing experience in regard to enjoyment, fear and presence. While the breath-based control interface proved feasible, no significant difference was seen in the player experience factors between groups. Despite this, the future for breath-based biofeedback in commercial horror looks promising, with indications of it being more intuitive than keyboard controls, having a calming effect on fear, ease-of-use issues increasing fear response due to reduced agency, over-sensitized fear resulting in enjoyment, and game familiarity affecting fear response to a lesser extent than horror familiarity.
Keywords
Psychophysiology ; Horror ; Respiration ; Biofeedback ; Novel Interaction ; Enjoyment ; Fear ; Presence ; Thesis ; Master ; Recreational Fear ; Affective Gaming
Documents
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