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A master thesis from Aalborg University

Bated Breath - Feasibility of a Respiration-based Biofeedback System in Affective Horror Experiences: How is the player experience in the survival horror game Maid of Sker affected by replacing the button-held breathing mechanic used to avoid enemies with real-life breath-holding?

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

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