Savage gaming state of survival3/1/2024 The effectiveness of VR as a therapeutic tool, particularly in the context of exposure therapy, is mainly attributed to the immersive quality of this technology. 2015), and fear of heights (Diemer et al. 2017), post-traumatic stress disorder (Botella et al. In the past decade, virtual reality (VR) has been successfully applied to treat various psychological problems, including social anxiety (Emmelkamp et al. This study provides evidence that commercial VR games can affect feelings of presence and the physiological and emotional state of players. Regardless of the type of game or display medium, hostility increased significantly post-play. The effects of playing a first-person shooter in VR on hostility were mixed, and gaming in VR was not more enjoyable than on TV. The feeling of presence thereby mediated the effects of VR on fear. Results showed that playing games in VR resulted in a stronger sense of presence, lower heart rate variability and a stronger subjective sense of fear. Two experiments were conducted among 128 students, comparing the effects of playing either a survival horror game ( N = 59) or a first-person shooter ( N = 69) on a TV or in VR on physiological and subjective fear, hostility and enjoyment. The current study aimed to investigate whether playing games in VR resulted in a stronger sense of presence than playing on a TV, and whether these feelings of presence affected players’ emotional and physiological responses to the games. Compared to traditional screen-based media, virtual reality (VR) generally leads to stronger feelings of presence.
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