The International Encyclopedia of Media Psychology 2020
DOI: 10.1002/9781119011071.iemp0286
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Video Games, Virtual Reality, and Fear Responses

Abstract: Humans display fear responses not only toward potential threats in real environments but also toward various elements depicted in mediated content. Fear responses in interactive media such as video games and virtual reality (VR) have gained increasing attention due to the popularity of games in the horror and suspense genres and the commercialization of VR hardware. Fear elements, fear reactions, and coping reactions in video games and VR are reviewed in this entry. In video games, the horror game genre has to… Show more

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Cited by 3 publications
(2 citation statements)
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“…Hence, while context and distinct cues determine which specific emotion is induced, i.e., fear of an approaching werewolf (Felnhofer et al, 2015;Lin, 2017), the level of interactivity adds to the plausibility and realness of the VE (plausibility illusion; Slater, 2009), thereby increasing emotional involvement (Gorini et al, 2010;Diemer et al, 2015) and behavioral realism (Blascovich et al, 2002;Slater, 2009;Kisker et al, 2019a). In particular, the possibility to interact with and within the VE, and to be personally affected by occurring events overcomes the remoteness of conventional screen experiences (Slater, 2009;Lin, 2017;Lin et al, 2018;Lin, 2020;Kisker et al, 2020;Schöne et al, 2019). More than that, the experienced self-efficacy may reinforce the feeling of personal vulnerability to the occurring events (see Lin, 2017;Lin et al, 2018).…”
Section: Affective Responses To the Virtual Cavementioning
confidence: 99%
“…Hence, while context and distinct cues determine which specific emotion is induced, i.e., fear of an approaching werewolf (Felnhofer et al, 2015;Lin, 2017), the level of interactivity adds to the plausibility and realness of the VE (plausibility illusion; Slater, 2009), thereby increasing emotional involvement (Gorini et al, 2010;Diemer et al, 2015) and behavioral realism (Blascovich et al, 2002;Slater, 2009;Kisker et al, 2019a). In particular, the possibility to interact with and within the VE, and to be personally affected by occurring events overcomes the remoteness of conventional screen experiences (Slater, 2009;Lin, 2017;Lin et al, 2018;Lin, 2020;Kisker et al, 2020;Schöne et al, 2019). More than that, the experienced self-efficacy may reinforce the feeling of personal vulnerability to the occurring events (see Lin, 2017;Lin et al, 2018).…”
Section: Affective Responses To the Virtual Cavementioning
confidence: 99%
“…Authenticity was found in a study examining fear responses in horror games. In this study, participants responded with authentic fear despite their implicit understanding that the game environment was not real [9]. Using the immersive properties of virtual environments, authentic reactions to presented stimuli can be elicited from players during game-play [10].…”
Section: Introductionmentioning
confidence: 98%