The Impact of Virtual Reality on the Induction of Affective States
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Keywords

virtual reality
affective states
regularity
presence
competence

How to Cite

Teixeira, C. M., Gonçalves, A. S., Gonçalves, C. C., Martins, C. P., & Matos, L. M. (2020). The Impact of Virtual Reality on the Induction of Affective States. PsychTech & Health Journal, 2(1), 4-14. https://doi.org/10.26580/PTHJ.art9-2018

Abstract

The main objective of this study is to understand if two different virtual environments induce different affective states in the participants. The specific goals are to compare the different levels of game experience according to the dimensions of presence, compare the absence and presence of virtual reality in the induction of affective states, and compare the levels of regularity in the use of video games and its impact on affective states. For this purpose, 20 participants were collected for convenience, from a Portuguese University in the north of Portugal, aged between 18 and 44 years of both sexes, which were distributed 10 for each virtual environment where a group performed the experience with the game Aboots Demo and the other group performed with the game Resident Evil 7. A Sociodemographic Questionnaire, the Affective States Profile, and the IPQp were used for data collection. The main conclusions of this study showed different affective states in the different virtual reality conditions/environments, where Tension, Vigor, and Fatigue are the most relevant.

https://doi.org/10.26580/PTHJ.art9-2018
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This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Copyright (c) 2018 PsychTech & Health Journal

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