The immersive nature of virtual reality (VR) survival horror games enables the utilization of ‘mediated fright’ as an entertaining medium, providing gamers with a realistic yet safe environment for engagement. Despite the inherent fear and dread these genres evoke, examining their effectiveness in captivating user interest is intriguing. This study investigated the degree of immersion in terms of the flow state achieved while playing a VR survival horror game (Resident Evil 4) compared to a VR casual rhythm game (Beat Saber). Although no statistically significant differences were observed, distinct trends in emotional and cognitive responses were evident. The study also examined heart rate variability (HRV) as a physiological indicator of flow experience, finding that HRV may not consistently reflect flow across different types of gameplays. Additionally, this study explored the potential for cybersickness and cognitive workload to disrupt the flow experience during VR gameplay. It was found that higher cognitive demands in Resident Evil 4 led to increased physical discomfort, likely due to the game’s intense nature. However, no such phenomenon was observed among the Beat Saber group.

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Immersion in the Shadows: Physiological Markers of Flow Experience in a Virtual Reality Survival Horror Game

  • Sanjram Premjit Khanganba,
  • Anantha Ubaradka

摘要

The immersive nature of virtual reality (VR) survival horror games enables the utilization of ‘mediated fright’ as an entertaining medium, providing gamers with a realistic yet safe environment for engagement. Despite the inherent fear and dread these genres evoke, examining their effectiveness in captivating user interest is intriguing. This study investigated the degree of immersion in terms of the flow state achieved while playing a VR survival horror game (Resident Evil 4) compared to a VR casual rhythm game (Beat Saber). Although no statistically significant differences were observed, distinct trends in emotional and cognitive responses were evident. The study also examined heart rate variability (HRV) as a physiological indicator of flow experience, finding that HRV may not consistently reflect flow across different types of gameplays. Additionally, this study explored the potential for cybersickness and cognitive workload to disrupt the flow experience during VR gameplay. It was found that higher cognitive demands in Resident Evil 4 led to increased physical discomfort, likely due to the game’s intense nature. However, no such phenomenon was observed among the Beat Saber group.