Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.11861/7828
DC FieldValueLanguage
dc.contributor.authorDr. LO Lap Yanen_US
dc.contributor.authorIp, C. L.en_US
dc.date.accessioned2023-05-04T01:49:59Z-
dc.date.available2023-05-04T01:49:59Z-
dc.date.issued2023-
dc.identifier.citationSimulation & Gaming, 2023, vol. 54(3), pp. 276-293.en_US
dc.identifier.issn1046-8781-
dc.identifier.issn1552-826X-
dc.identifier.urihttp://hdl.handle.net/20.500.11861/7828-
dc.description.abstractBackground The emotion of fear bears a survival significance enabling animals to be highly vigilant in contexts of uncertainty. Expectedly, not all information available in the environment can be processed. Given that a major goal is to get rid of the source of fear in a fearful situation, the current study therefore hypothesized that information relating to the fear source would be better attended to and recalled than contextual information, which was validated by comparing participants’ recall of different types of information presented in a fearful VR gaming context. Methodology Fifty-four participants were divided into two groups and finished a specific segment of a VR game with different fear levels. Results No significant difference in recall performance on the questions about the appearance of the fear source and the questions about the interaction with the source was observed between the fear and less-fear groups. Yet, contextual information was better recalled than information related to the fear source in both groups. Regardless of whether the contextual information was provided beforehand or not, participants still tended to focus primarily on the environment in the gameplay. Also, the immersiveness of the gameplay was positively related to participants’ fear level. Discussion The tendency of attending to contextual information was speculated to be unconditional, in line with the risk calculation observed in prey when situated in less familiar contexts. It was suggested to further validate the present primarily findings by adopting VR headset with eye-tracking function in future studies. Lastly, an understanding of fear’s effect on memorization might also provide some information for developing future survival horror games.en_US
dc.language.isoenen_US
dc.relation.ispartofSimulation & Gamingen_US
dc.titleAn examination of memory performance in a fearful virtual reality gaming contexten_US
dc.typePeer Reviewed Journal Articleen_US
dc.identifier.doihttps://doi.org/10.1177/10468781231166249-
item.fulltextNo Fulltext-
crisitem.author.deptDepartment of Counselling & Psychology-
Appears in Collections:Counselling and Psychology - Publication
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