2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) 2020
DOI: 10.1109/sbgames51465.2020.00031
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Towards the Design of Adaptive Virtual Reality Horror Games: A Model of Players' Fears Using Machine Learning and Player Modeling

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Cited by 5 publications
(2 citation statements)
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“…Additionally, the first-person nature means that the participant will see what the character is seeing, allowing for a more accurate representation of gaze behaviour, without any distractions from having to look at the playable character. Finally, the demo was deemed suitably representative of the horror genre in gaming due to aligning with descriptions from past research (Lima et al, 2020) as well as belonging to the most frightening horror gaming franchise as suggested when Lynch and Martins (2015) interviewed university students regarding the matter, signifying its importance to the world of horror video games. Concluding the evaluation of the measures, the FQ strengthened the study design, as suggested by past research evaluating it positively, with a proposed high retest reliability and an immunity to social desirability bias (Marks & Matthews, 1979;Arrindell & Buikhuisen, 1992;Gills et al, 1995).…”
Section: Strengths Limitations and Future Directionsmentioning
confidence: 95%
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“…Additionally, the first-person nature means that the participant will see what the character is seeing, allowing for a more accurate representation of gaze behaviour, without any distractions from having to look at the playable character. Finally, the demo was deemed suitably representative of the horror genre in gaming due to aligning with descriptions from past research (Lima et al, 2020) as well as belonging to the most frightening horror gaming franchise as suggested when Lynch and Martins (2015) interviewed university students regarding the matter, signifying its importance to the world of horror video games. Concluding the evaluation of the measures, the FQ strengthened the study design, as suggested by past research evaluating it positively, with a proposed high retest reliability and an immunity to social desirability bias (Marks & Matthews, 1979;Arrindell & Buikhuisen, 1992;Gills et al, 1995).…”
Section: Strengths Limitations and Future Directionsmentioning
confidence: 95%
“…C While tentative theories can be formulated in relation to gaze behaviour in horror gamers, such as effectiveness of vision use or possible improvements in visual capabilities when immersed in shadowed environments, there is a shortfall of research in this area (to the best of the researcher's knowledge). The common integration of visual stimuli as horror elements in this genre of games, such as darkness and apparitions (Lima et al, 2020), engenders a significance to the paucity of research. Therefore, the proposal to integrate gaze behaviour into horror game research proves compelling (Ningalei & Wöhrman, 2018).…”
Section: Gaze Behaviourmentioning
confidence: 99%