When it comes to effectively scaring people, as Gray suggests, it seems like plausibility illusion plays a bigger role. A recent study published in the journal Computers in Human Behavior measured players’ fright reactions and coping strategies while playing a survival horror zombie game in VR. The researchers found that plausibility illusion elements induced more fear than place illusion elements.
One way to get a more realistic response from VR involves tracking a player’s emotional response throughout gameplay. At the Los Angeles Expo, the panel discussed the possibilities of VR when combined with biofeedback in order to create a personalized fear experience for every person. Such adaptive gaming, some in the industry believe, will become the future of horror VR.
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