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?
Studenteropgave: Master afgangsprojekt
- Mikkel Gede Hansen
4. semester, Medialogi, Kandidat (Kandidatuddannelse)
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.
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.
Specialiseringsretning | Interaktion |
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Sprog | Engelsk |
Udgivelsesdato | 21 dec. 2022 |
Antal sider | 23 |
Ekstern samarbejdspartner | Recreational Fear Lab Horror Researcher Thomas Terkildsen Tt@cc.AU.dk Anden |
Emneord | Psychophysiology, Horror, Respiration, Biofeedback, Novel Interaction, Enjoyment, Fear, Presence, Thesis, Master, Recreational Fear, Affective Gaming |
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