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Using startle reflex to compare playing and watching in a horror game

Published: 01 February 2016 Publication History

Abstract

Human startle reflex has been identified as a valid physiological measure of valence and arousal, providing a useful mechanism for evaluating player engagement in video games. In this research, we use electromyography (EMG) recording of the startle reflex of participants to explore the impact of playing, versus watching a play through, of a game. Participants in the research played and watched Parsec Studio's Slender: The Eight Pages, a freely available video game within the horror genre. Experiments were conducted both with participants both playing and watching the game, with results showing a statistically significant difference in startle responses between the two conditions. The results suggest that the fear state of the game is enhanced through player interaction and increased attention.

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  • (2023)Work Hard, Scare Hard? An Investigation of How Mental Workload Impacts Jump Scare IntensityProceedings of the ACM on Human-Computer Interaction10.1145/36110217:CHI PLAY(27-44)Online publication date: 4-Oct-2023
  • (2021)The Temperature of Morality: A Behavioral Study Concerning the Effect of Moral Decisions on Facial Thermal Variations in Video GamesProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472582(1-4)Online publication date: 3-Aug-2021
  • (2020)Game AtmosphereProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414245(107-119)Online publication date: 2-Nov-2020
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    cover image ACM Other conferences
    ACSW '16: Proceedings of the Australasian Computer Science Week Multiconference
    February 2016
    654 pages
    ISBN:9781450340427
    DOI:10.1145/2843043
    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 ACM 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: 01 February 2016

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    Author Tags

    1. affective processing
    2. engagement
    3. eye blink
    4. horror genre
    5. startle reflex

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    ACSW '16
    ACSW '16: Australasian Computer Science Week
    February 1 - 5, 2016
    Canberra, Australia

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    ACSW '16 Paper Acceptance Rate 77 of 172 submissions, 45%;
    Overall Acceptance Rate 204 of 424 submissions, 48%

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    Cited By

    View all
    • (2023)Work Hard, Scare Hard? An Investigation of How Mental Workload Impacts Jump Scare IntensityProceedings of the ACM on Human-Computer Interaction10.1145/36110217:CHI PLAY(27-44)Online publication date: 4-Oct-2023
    • (2021)The Temperature of Morality: A Behavioral Study Concerning the Effect of Moral Decisions on Facial Thermal Variations in Video GamesProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472582(1-4)Online publication date: 3-Aug-2021
    • (2020)Game AtmosphereProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414245(107-119)Online publication date: 2-Nov-2020
    • (2019)Identifying Cognitive Load in a Computer Game: An exploratory study of young children2019 IEEE Conference on Games (CoG)10.1109/CIG.2019.8848064(1-6)Online publication date: Aug-2019
    • (2018)Dreadful Virtualities: A Comparative Case Study of Player Responses to a Horror Game in Virtual Reality and Flat ScreenAdvances in Computer Entertainment Technology10.1007/978-3-319-76270-8_17(239-260)Online publication date: 21-Feb-2018

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