• Mikkel Gede Hansen
4. term, Medialogy, Master (Master Programme)
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.
SpecialisationInteraction
LanguageEnglish
Publication date21 Dec 2022
Number of pages23
External collaboratorRecreational Fear Lab
Horror Researcher Thomas Terkildsen Tt@cc.AU.dk
Other
ID: 506527180