Title:
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ANALYSIS OF ANXIETY AND IMMERSIVE PROCESS
IN DIGITAL GAMES USING HTC VIVE |
Author(s):
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Gabriel Batista Caldeira and Rosilane Ribeiro da Mota |
ISBN:
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978-989-8704-20-7 |
Editors:
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Katherine Blashki |
Year:
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2020 |
Edition:
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Single |
Keywords:
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Virtual Reality, HTC Vive, Immersive Process, Anxiety |
Type:
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Full |
First Page:
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153 |
Last Page:
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160 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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This work aimed to evaluate the anxiety level and the level of immersion of a player when using the virtual reality HTC
Vive to interact with a digital game. With this objective in mind, a digital game was developed that is of runner genre.
Assessing the level of anxiety was carried out using the SUDS and IDATE questionnaires. The immersion evaluation
process was conducted through the IPQ questionnaire. Two contexts are proposed to assess user anxiety and the immersive
process. In the first, the player interacted with the game using the keyboard/mouse, answering the questionnaires at the end.
In the second context, the same player interacted with the game through HTC Vive, also answering questionnaires. It was
observed that the level of anxiety of the participants did not increase significantly and that the level of immersion had a
significant increase, demonstrating that it is justified to use the HTC Vive to obtain a better immersive process. This was
also the first study to indicate that games can have a positive influence in times of great anxiety and stress, such as exams
for university students. |
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