Analysis of Player Response Priority to Different Types of Danger Cues

Humans have long inhabited this planet and that is thanks to our very efficient survival instinct, one of them being our fight-or-flight response to any danger with which we are faced with. Nowadays we rarely face any danger that requires our brain to go into fight-or-flight mode, but this research aims to explore that through the medium of a horror themed game, to do that we created a horror game so that we could experiment with the many aspects of a jump scare. Results of this research showed that the simultaneous use of both audio and visual in a scare works best to elicit a physical reaction from the players, especially when the scare itself is not expected to happen, and the sound is loud enough to break the tension. The result also showed that prior long-term exposure to video games did diminish the physical flight reaction we got from the players as they are more used to playing video games and thus more able to distinguish dangers from the games as less scary from an actual threat to their well-being. The Findings of this research also imply that a horror game's key design should not only be its sound design but also that the audio and visual should fit when put together, and for it to also fit with the rest of the game's elements.

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Publication Details

Published
2025-04-16
DOI
https://doi.org/10.1109/ictcs65341.2025.10989351
Primary Topic
Sport Psychology and Performance
Type
article
Field-Weighted Citation Impact
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article

Analysis of Player Response Priority to Different Types of Danger Cues

Muhamad Fajar, Kelvin Utomo
Sport Psychology and Performance
article

Analysis of Player Response Priority to Different Types of Danger Cues

Muhamad Fajar, Kelvin Utomo
article en

Abstract

Humans have long inhabited this planet and that is thanks to our very efficient survival instinct, one of them being our fight-or-flight response to any danger with which we are faced with. Nowadays we rarely face any danger that requires our brain to go into fight-or-flight mode, but this research aims to explore that through the medium of a horror themed game, to do that we created a horror game so that we could experiment with the many aspects of a jump scare. Results of this research showed that the simultaneous use of both audio and visual in a scare works best to elicit a physical reaction from the players, especially when the scare itself is not expected to happen, and the sound is loud enough to break the tension. The result also showed that prior long-term exposure to video games did diminish the physical flight reaction we got from the players as they are more used to playing video games and thus more able to distinguish dangers from the games as less scary from an actual threat to their well-being. The Findings of this research also imply that a horror game's key design should not only be its sound design but also that the audio and visual should fit when put together, and for it to also fit with the rest of the game's elements.

Binus University (ID)
Climate action
Openalex Percentile: Top 89%
Sport Psychology and Performance
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Analysis of Player Response Priority to Different Types of Danger Cues — Muhamad Fajar, Kelvin Utomo · (2025) | TGRS Research Map | TGRS