Skip to main content
Presentation
Stress Inducing Demands in Virtual Environments
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
  • Tor Finseth, Iowa State University
  • Neil Barnett, Iowa State University
  • Elizabeth Shirtcliff, Iowa State University
  • Michael C. Dorneich, Iowa State University
  • Nir Keren, Iowa State University
Document Type
Conference Proceeding
Publication Version
Accepted Manuscript
Link to Published Version
https://doi.org/10.1177%2F1541931218621466
Publication Date
9-1-2018
DOI
10.1177%2F1541931218621466
Conference Title
2018 Human Factors and Ergonomics Society International Annual Meeting
Conference Date
October 1-5, 2018
Geolocation
(39.9525839, -75.16522150000003)
Abstract

This study investigated how simulated features in a virtual reality (VR) induce stress by means of user-focused demands in serious games. VR serious games have been used for therapeutic interventions, standardized stress tests, and occupational training. However, it is an open question how stress can be induced using serious games formal features, such as tasks/sensory modalities, music, pace of the game, and graphics. The Highrise VR standardized stress simulation was built to induce stress cohesively based on emotional, social, cognitive, and physical demands. The simulation induces stress by requiring coping with emotional demand (innate fear) of being at a simulated height, social demand of being evaluated by researchers, cognitive demand of a mental math task, and physical demand of balancing on a walking-plank. The stress response in participants was measured with two biomarkers: heart rate and salivary cortisol. Heart rate and salivary cortisol both showed significant and prolonged increases in response to the Highrise VR, suggesting that the task can successfully induce a stress response using game features. Among the participants, the response rate to the stressor was 77%, demonstrating a response rate on par with traditional standardized stress tests. Findings from this study warrant further investigation into how VR simulations induce stress for serious games and may add to a new body of literature that uses VR to investigate underlying mechanisms of physiological stress reactivity.

Comments

This is a manuscript of a proceeding published as Finseth, Tor, Neil Barnett, Elizabeth A. Shirtcliff, Michael C. Dorneich, and Nir Keren. "Stress Inducing Demands in Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 62, no. 1 (2018): 2066-2070. DOI: 10.1177%2F1541931218621466. Posted with permission.

Copyright Owner
The Authors
Language
en
File Format
application/pdf
Citation Information
Tor Finseth, Neil Barnett, Elizabeth Shirtcliff, Michael C. Dorneich, et al.. "Stress Inducing Demands in Virtual Environments" Philadelphia, PAProceedings of the Human Factors and Ergonomics Society Annual Meeting Vol. 62 Iss. 1 (2018) p. 2066 - 2070
Available at: http://works.bepress.com/nir_keren/24/