Fear in virtual reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game

作者:

Highlights:

• Fear elements consisted of place illusion and plausibility illusion dimensions.

• Plausibility illusion elements induced more fear than place illusion elements.

• Coping strategies include self-help, approach, and avoidance dimensions.

• Very few participants experienced next-day fright, most of which was cognitive.

• Virtual reality horror games are effective in inducing mediated frights.

摘要

•Fear elements consisted of place illusion and plausibility illusion dimensions.•Plausibility illusion elements induced more fear than place illusion elements.•Coping strategies include self-help, approach, and avoidance dimensions.•Very few participants experienced next-day fright, most of which was cognitive.•Virtual reality horror games are effective in inducing mediated frights.

论文关键词:Virtual reality game,Survival horror,Fear,Coping strategy,Personality,Plausibility illusion

论文评审过程:Received 2 November 2016, Revised 23 February 2017, Accepted 25 February 2017, Available online 27 February 2017, Version of Record 7 March 2017.

论文官网地址:https://doi.org/10.1016/j.chb.2017.02.057