The use of virtual reality in the induction of affective states
PDF (Português (Portugal))

Keywords

virtual games
affective states
feeling of presence
virtual reality

How to Cite

Nogueira, A., Chyczij, B., & Carneiro, J. (2021). The use of virtual reality in the induction of affective states. PsychTech & Health Journal, 4(2), 12-23. https://doi.org/10.26580/PTHJ.art30-2021

Abstract

Virtual reality has been applied in several domains, including in the area of Psychology. Virtual environments are an effective tool to induce emotional, behavioral, and physiological responses coherently. They offer the ability to create accurate, interactive replicas of real-life scenarios and stimuli. This study aimed to compare, by sex and type of game, the effect on emotional states, the sensation of presence, and skin conductance. The sample consisted of 40 individuals (20 men and 20 women) aged between 19 and 29 years (M = 22.35; SD = 2.56). Three questionnaires were used to collect data, sociodemographics, POMS, IPQ, and a sensor to measure skin conductance. We found that the only statistical effect identified was between the two virtual game scenarios at the “Vigor” dimension level to realize our study. Regarding the sensation of presence in the virtual world, we only identified a significant effect on the “Experienced Realism” variable. Finally, no differences were found regarding skin conductance concerning sex and type of game.

https://doi.org/10.26580/PTHJ.art30-2021
PDF (Português (Portugal))
Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Copyright (c) 2021 PsychTech & Health Journal

Downloads

Download data is not yet available.