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Intensifying Stress Perception Using Visual Effects in VR Games

Published: 17 September 2020 Publication History

Abstract

Visual effects are used in commercial video games to enhance the players’ perception without being investigated in terms of their actual impact on the players. In our work, we implemented five visual effects, namely vignetting, image noise, chromatic aberration, color grading, and blur and investigated their impact on the players’ perceived stress, presence, and simulator sickness. A user study (N = 6), conducted with a virtual reality (VR) head-mounted display (HMD), shows that these visual effects can intensify the players’ stress perception without negatively effecting perceived presence and without increasing simulator sickness.

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  • (2024)Using the Visual Language of Comics to Alter Sensations in Augmented RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642351(1-17)Online publication date: 11-May-2024
  • (2022)Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual EnvironmentsProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501885(1-20)Online publication date: 29-Apr-2022
  1. Intensifying Stress Perception Using Visual Effects in VR Games

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    FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games
    September 2020
    804 pages
    ISBN:9781450388078
    DOI:10.1145/3402942
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Publication History

    Published: 17 September 2020

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    Author Tags

    1. VR
    2. presence
    3. simulator sickness
    4. stress
    5. video games
    6. visual effects

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    View all
    • (2024)Using the Visual Language of Comics to Alter Sensations in Augmented RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642351(1-17)Online publication date: 11-May-2024
    • (2022)Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual EnvironmentsProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501885(1-20)Online publication date: 29-Apr-2022

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