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Communication Dans Un Congrès Année : 2018

Fear As a Biofeedback Game Mechanic in Virtual Reality: Effects on Engagement and Perceived Usability

Résumé

Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. Providing accessible solutions to enhance VR experiences is crucial. In this paper, we consider a wearable solution as a mean of interaction in VR, to add a biofeedback mechanic. We hypothesized that the use of a biofeedback loop in a VR experience can enhance user engagement. We created a physiologically enhanced horror game coupled with a heart rate monitor smart wristband. We evaluated the Players' engagement with and without biofeedback. We observed a high interest of the participants for biofeedback and highlighted higher engagement when the biofeedback mechanic was fully integrated in the experience.
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Dates et versions

hal-02367582 , version 1 (18-11-2019)

Identifiants

  • HAL Id : hal-02367582 , version 1

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Samory Houzangbe, Olivier Christmann, Geoffrey Gorisse, Simon Richir. Fear As a Biofeedback Game Mechanic in Virtual Reality: Effects on Engagement and Perceived Usability. 13th International Conference on the Foundations of Digital Games, Aug 2018, Malmö, Sweden. pp.12:1-12:6. ⟨hal-02367582⟩
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