2020
DOI: 10.1007/s10055-020-00429-7
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Effects of voluntary heart rate control on user engagement and agency in a virtual reality game

Abstract: It has been demonstrated that virtual reality (VR) exposure can affect the subjective experience of different situations, cognitive capabilities or behavior. It is known that there is a link between a person's physiological state and their psychological self-report and user experience. As an immersive experience can affect users' physiological data, it is possible to adapt and enhance the content of a virtual environment in real-time base on physiological data feedback (biofeedback). With the rapid evolution o… Show more

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Cited by 20 publications
(11 citation statements)
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References 53 publications
(68 reference statements)
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“…However, the role of gamification in increasing motivation remains unclear. Most studies in this review used single task exercises and only two studies applied an elaborate gamification approach: Houzangbe et al ( 2020 ) placed the participants in a sequence of adjoining futuristic laboratory rooms, with the subsequent rooms opening up after room-specific BF exercises had been solved (e.g., regulating their HR to shoot a weapon). Similarly, in “Stressjam”, the exercises were embedded in a cohesive story line in which the participants had to prevent an island from being destroyed by a volcano (Maarsingh et al, 2019 ).…”
Section: Discussionmentioning
confidence: 99%
“…However, the role of gamification in increasing motivation remains unclear. Most studies in this review used single task exercises and only two studies applied an elaborate gamification approach: Houzangbe et al ( 2020 ) placed the participants in a sequence of adjoining futuristic laboratory rooms, with the subsequent rooms opening up after room-specific BF exercises had been solved (e.g., regulating their HR to shoot a weapon). Similarly, in “Stressjam”, the exercises were embedded in a cohesive story line in which the participants had to prevent an island from being destroyed by a volcano (Maarsingh et al, 2019 ).…”
Section: Discussionmentioning
confidence: 99%
“…Cybersickness is a major obstacle in applying VR to older people and people who have difficulties adapting to VR because they feel dizzy. In addition, research on emotion recognition and presence in VR uses physiological data [ 111 - 114 ]. With these efforts added, VR neuropsychological tests’ versatility for all ages continues to improve.…”
Section: Discussionmentioning
confidence: 99%
“…At the same time, as virtual environments induce a sense of presence in the user, they can be used to in uence emotional states more than real environments (Riva et al, 2007). As biofeedback mechanisms are engaging and generate a sense of agency (Houzangbe et al, 2020), they can also enhance presence and therefore induce restorative effects.…”
Section: -Implementations Of Hrv Biofeedback In Virtual Realitymentioning
confidence: 99%