Designing and developing stress relief games using virtual reality technology
Stress-relief games today come in various forms but differ from traditional relaxation games. Players can choose based on their preferences; some may enjoy slightly challenging games, while others prefer simpler, more relaxing options. This research focuses on stress-relief games that simulate real-world scenarios and allow players to relieve stress by destroying objects. The game has been designed to alleviate anxiety, anger, and stress by providing a virtual space for players to vent their frustrations. The game environment is designed to mimic stressful real-world settings, such as offices, classrooms, and kitchens, and players are equipped with virtual weapons like baseball bats, frying pans, and hammers. The game utilizes virtual reality technology and haptic feedback to create a realistic sense of destruction. Players can engage in various activities, such as smashing dishes, breaking bottles, and destroying targets within the stress-relief room. While current relaxation games emphasize enjoyment and reducing stress from prolonged focus, they do not address the four levels of stress defined by the Department of Mental Health: Level 1 (low), Level 2 (moderate), Level 3 (high), and Level 4 (severe). Stress from factors such as frequent criticism often falls into these higher categories and cannot be effectively addressed by general relaxation games. In terms of game development, the design of the room and its objects is highly realistic, setting it apart from existing games. The primary objectives are to: 1. design and develop a stress-relieving game using virtual reality technology; and 2. evaluate its effectiveness and user satisfaction. In terms of game development, the room design and objects in the room are highly realistic, making it different from existing games.The game has undergone usability testing by four experts and a satisfaction assessment by 30 participants. All participants completed a pre- and post-game stress assessment. The results showed that the game's effectiveness rating was 4.48 (SD = 0.49), indicating a high level of effectiveness. Overall user satisfaction was rated at 4.61 (SD = 0.53), indicating very high satisfaction. Based on these findings, the virtual reality stress-relief game shows great promise as a potential replacement for physical stress-relief rooms.
Authors
- Waraphon Manthung
- Thanawat Tawonkun
- Setthapong Phanompong
- Janejira Naluemit
Institutions
- Rajamangala University of Technology Isan (TH)
Publication Details
- Journal
- Asian Creative Architecture, Art and Design : ACAAD
- Published
- 2025-05-06
- DOI
- https://doi.org/10.55003/acaad.2025.273861
- Primary Topic
- Health and Well-being Studies
- Type
- article
- Field-Weighted Citation Impact
- 0.00