Campus Units

Industrial and Manufacturing Systems Engineering, Aerospace Engineering, Human Development and Family Studies, Human Computer Interaction, Virtual Reality Applications Center

Document Type

Conference Proceeding

Publication Version

Accepted Manuscript

Link to Published Version

https://doi.org/10.1177%2F1541931218621466

Publication Date

9-1-2018

Journal or Book Title

Proceedings of the Human Factors and Ergonomics Society Annual Meeting

Volume

62

Issue

1

First Page

2066

Last Page

2070

DOI

10.1177%2F1541931218621466

Conference Title

2018 Human Factors and Ergonomics Society International Annual Meeting

Conference Date

October 1-5, 2018

City

Philadelphia, PA

Abstract

This study investigated how simulated features in a virtual reality (VR) induce stress by means of user-focused demands in serious games. VR serious games have been used for therapeutic interventions, standardized stress tests, and occupational training. However, it is an open question how stress can be induced using serious games formal features, such as tasks/sensory modalities, music, pace of the game, and graphics. The Highrise VR standardized stress simulation was built to induce stress cohesively based on emotional, social, cognitive, and physical demands. The simulation induces stress by requiring coping with emotional demand (innate fear) of being at a simulated height, social demand of being evaluated by researchers, cognitive demand of a mental math task, and physical demand of balancing on a walking-plank. The stress response in participants was measured with two biomarkers: heart rate and salivary cortisol. Heart rate and salivary cortisol both showed significant and prolonged increases in response to the Highrise VR, suggesting that the task can successfully induce a stress response using game features. Among the participants, the response rate to the stressor was 77%, demonstrating a response rate on par with traditional standardized stress tests. Findings from this study warrant further investigation into how VR simulations induce stress for serious games and may add to a new body of literature that uses VR to investigate underlying mechanisms of physiological stress reactivity.

Comments

This is a manuscript of a proceeding published as Finseth, Tor, Neil Barnett, Elizabeth A. Shirtcliff, Michael C. Dorneich, and Nir Keren. "Stress Inducing Demands in Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 62, no. 1 (2018): 2066-2070. DOI: 10.1177%2F1541931218621466. Posted with permission.

Copyright Owner

The Authors

Language

en

File Format

application/pdf

Published Version

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Article Location

 
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