Fright, attention, and joy while killing zombies in Virtual Reality: A psychophysiological analysis of VR user experience
dc.contributor.author | Bender, Stuart | |
dc.contributor.author | Sung, Billy | |
dc.date.accessioned | 2022-05-08T11:34:33Z | |
dc.date.available | 2022-05-08T11:34:33Z | |
dc.date.issued | 2021 | |
dc.identifier.citation | Bender, S.M. and Sung, B. 2021. Fright, attention, and joy while killing zombies in Virtual Reality: A psychophysiological analysis of VR user experience. Psychology and Marketing. 38 (6): pp. 937-947. | |
dc.identifier.uri | http://hdl.handle.net/20.500.11937/88425 | |
dc.identifier.doi | 10.1002/mar.21444 | |
dc.description.abstract |
To date, research on the user experience of Virtual Reality (VR) games is sparse even though VR and immersive gaming experiences are emerging as a substantial consumer based within the videogame industry. Using facial electromyography and skin conductance response measurement, the current research presents the first psychophysiological evidence to show that: (1) VR games may heighten affective responses such as fear and arousal; (2) different levels of immersion in various gameplay modes may evoke higher affective responses; and (3) these heightened affective responses significantly correlate with users’ experience of enjoyment at the precise onset of the affective response. Due to the second-by-second nature of psychophysiological measurement, the study's findings also pinpoint a specific sequence (i.e., entrapment in a dark room) within the gameplay that significantly evoked nearly 2.5-times higher fear with arousal as well as enjoyment. These findings contribute to the ongoing study of VR in the fields of media psychology, media studies, human-computer interaction studies, and marketing by demonstrating the strong link between immersion, affective responses, and positive user experience toward a horror VR game and their marketing implications. | |
dc.language | English | |
dc.publisher | WILEY | |
dc.subject | Social Sciences | |
dc.subject | Business | |
dc.subject | Psychology, Applied | |
dc.subject | Business & Economics | |
dc.subject | Psychology | |
dc.subject | esthetics | |
dc.subject | excitement | |
dc.subject | fear | |
dc.subject | immersion | |
dc.subject | psychophysiological methods | |
dc.subject | Virtual Reality | |
dc.subject | ENVIRONMENTS | |
dc.subject | EXPOSURE | |
dc.subject | ANXIETY | |
dc.subject | STRESS | |
dc.subject | RESPONSES | |
dc.subject | EMOTION | |
dc.subject | TRAUMA | |
dc.subject | FILMS | |
dc.subject | PTSD | |
dc.subject | FEAR | |
dc.title | Fright, attention, and joy while killing zombies in Virtual Reality: A psychophysiological analysis of VR user experience | |
dc.type | Journal Article | |
dcterms.source.volume | 38 | |
dcterms.source.number | 6 | |
dcterms.source.startPage | 937 | |
dcterms.source.endPage | 947 | |
dcterms.source.issn | 0742-6046 | |
dcterms.source.title | Psychology and Marketing | |
dc.date.updated | 2022-05-08T11:34:32Z | |
curtin.department | School of Media, Creative Arts and Social Inquiry | |
curtin.department | School of Management and Marketing | |
curtin.accessStatus | Fulltext not available | |
curtin.faculty | Faculty of Humanities | |
curtin.faculty | Faculty of Business and Law | |
curtin.contributor.orcid | Sung, Billy [0000-0003-0028-6574] | |
curtin.contributor.orcid | Bender, Stuart [0000-0002-3429-1964] | |
dcterms.source.eissn | 1520-6793 | |
curtin.contributor.scopusauthorid | Sung, Billy [55597980000] | |
curtin.contributor.scopusauthorid | Bender, Stuart [57193687678] |