In the realm of video games, achieving a state of flow is paramount for player engagement, striking a delicate balance between boredom and anxiety. Under such circumstances, monitoring player's stress level plays a crucial role. Here, by addressing state-space dynamics, we model stress unfolding over time, allowing for both its continuous and discrete assessment. This study builds upon our previous research, advancing stress assessment techniques to enhance tailored and immersive gaming experiences through Virtual Reality in horror games. We provide detailed insights into our collected data, which includes physiological measurements, motion behavioural data, and participants' self-reported stress levels. Additionally, we conduct an in-depth analysis on individual participants to delve deeper into the dynamics of stress experienced by each player. Results achieved give evidence that the measurement of motion behavioural data, exclusively collected from the headset, well compares to that based on electrodermal activity (EDA), more classically related to stress assessment. Data are made publicly available at https://zenodo.org/records/15025199.

Stress Assessment in Virtual Reality Horror Games Using Players' Behavioural and Physiological Data / S. Brambilla, G. Boccignone, N.A. Borghese, L.A. Ripamonti. - In: IEEE TRANSACTIONS ON GAMES. - ISSN 2475-1510. - (2025), pp. 1-12. [Epub ahead of print] [10.1109/tg.2025.3563258]

Stress Assessment in Virtual Reality Horror Games Using Players' Behavioural and Physiological Data

S. Brambilla
Primo
;
G. Boccignone
Secondo
;
N.A. Borghese
Penultimo
;
L.A. Ripamonti
Ultimo
2025

Abstract

In the realm of video games, achieving a state of flow is paramount for player engagement, striking a delicate balance between boredom and anxiety. Under such circumstances, monitoring player's stress level plays a crucial role. Here, by addressing state-space dynamics, we model stress unfolding over time, allowing for both its continuous and discrete assessment. This study builds upon our previous research, advancing stress assessment techniques to enhance tailored and immersive gaming experiences through Virtual Reality in horror games. We provide detailed insights into our collected data, which includes physiological measurements, motion behavioural data, and participants' self-reported stress levels. Additionally, we conduct an in-depth analysis on individual participants to delve deeper into the dynamics of stress experienced by each player. Results achieved give evidence that the measurement of motion behavioural data, exclusively collected from the headset, well compares to that based on electrodermal activity (EDA), more classically related to stress assessment. Data are made publicly available at https://zenodo.org/records/15025199.
Affective Computing; Human-Computer Interaction; Stress Detection; Video Game Design; Virtual Reality;
Settore INFO-01/A - Informatica
2025
22-apr-2025
Article (author)
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/1171575
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