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

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 <uri xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">https://zenodo.org/records/15025199</uri>.

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Publication Details

Journal
IEEE Transactions on Games
Published
2025-04-22
DOI
https://doi.org/10.1109/tg.2025.3563258
Citations
1
Primary Topic
Leadership, Courage, and Heroism Studies
Type
article
Field-Weighted Citation Impact
2.44
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article

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

N. Alberto Borghese, Susanna Brambilla, Laura Anna Ripamonti, Giuseppe Boccignone
1 citations
IEEE Transactions on Games
Leadership, Courage, and Heroism Studies
2.44
article

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

N. Alberto Borghese, Susanna Brambilla, Laura Anna Ripamonti, Giuseppe Boccignone
article en
1 citations

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 <uri xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">https://zenodo.org/records/15025199</uri>.

IEEE Transactions on GamesVol. 17(3)
University of Milan (IT)
Openalex Percentile: Top 14%
Leadership, Courage, and Heroism Studies
2.44
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Stress Assessment in Virtual Reality Horror Games Using Players' Behavioral and Physiological Data — N. Alberto Borghese, Susanna Brambilla, et al. · IEEE Transactions on Games (2025) | TGRS Research Map | TGRS