Skip to main content

Cruel Parallel: Towards the Designing of a Dynamic Game Adaptation for VR-Based Survival Horror Games

  • Conference paper
  • First Online:
HCI International 2022 – Late Breaking Posters (HCII 2022)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1654))

Included in the following conference series:

Abstract

This study explored the body motion trackers of a virtual reality device in dynamically adjusting game elements for survival horror games. The proposed approach utilizes the hand and head motions to quantify the player’s uncanny feelings for updating scary effects, including the game ambiance and the sequence of uncanny events, in a survival horror game. The user study results show that the proposed dynamic game adaptation approach had the intended impact on the players. In particular, the players moderately experienced the correlation between their scary feelings and the change in the sound effect and the monster’s behavior. The heartbeat sound got louder, and the monster became more aggressive as the players got more scared. Although some of the issues of this preliminary study remain to be investigated further, it opens a new direction that utilizes body motion measurements for enhancing the user experience for the survival horror game genre.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
eBook
USD 99.00
Price excludes VAT (USA)
Softcover Book
USD 129.99
Price excludes VAT (USA)

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Pallavicini, F., Ferrari, A., Pepe, A., Garcea, G., Zanacchi, A., Mantovani, F.: Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using Resident Evil 7: Biohazard. In: Antona, M., Stephanidis, C. (eds.) UAHCI 2018. LNCS, vol. 10908, pp. 87–101. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-92052-8_8

    Chapter  Google Scholar 

  2. Vachiratamporn, V., Legaspi, R., Moriyama, K., Numao. M.:Towards the design of affective survival horror games: An investigation on player affect. In: 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction, pp. 576–581. IEEE (2013)

    Google Scholar 

  3. Vachiratamporn, V., Moriyama, K., Fukui, K., Numao, M.: An implementation of affective adaptation in survival horror games. In: 2014 IEEE Conference on Computational Intelligence and Games, pp. 1–8. IEEE (2014)

    Google Scholar 

  4. Nenonen, V., et al.: Using heart rate to control an interactive game. In: Proceedings of the SIGCHI Conference on Human factors in Computing Systems, pp. 853���856 (2007)

    Google Scholar 

  5. Yun, C., Shastri, D., Pavlidis, I., Deng. Z.: “O’game, can you feel my frustration? Improving user’s gaming experience via stresscam. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 2195–2204 (2009)

    Google Scholar 

  6. Xiang, N., Yang, L., Zhang. M.: Dynamic difficulty adjustment by facial expression. In: Informatics and Management Science, pp. 761–768. Springer, London (2013) https://doi.org/10.1007/978-1-4471-4796-1_97

  7. Oculus Quest 2. https://www.oculus.com/quest-2/

  8. Unity Game Development Engine. https://unity.com/

  9. Housemarque. https://housemarque.com/

  10. Lovecraftian horror. https://en.wikipedia.org/wiki/Lovecraftian_horror

  11. Jankkila, R.: From Resogun to Returnal: the evolving VFX magic that brought atropos to Life. PlayStation.Blog, https://blog.playstation.com/2021/09/16/from-resogun-to-returnal-the-evolving-vfx-magic-that-brought-atropos-to-life/. Accessed 16 Sept 2021

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Dvijesh Shastri .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Heitzmann, M.A., Shastri, D. (2022). Cruel Parallel: Towards the Designing of a Dynamic Game Adaptation for VR-Based Survival Horror Games. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2022 – Late Breaking Posters. HCII 2022. Communications in Computer and Information Science, vol 1654. Springer, Cham. https://doi.org/10.1007/978-3-031-19679-9_67

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-19679-9_67

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-19678-2

  • Online ISBN: 978-3-031-19679-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics