A warning: Potential damages induced by playing xr games
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11240%2F20%3A10414703" target="_blank" >RIV/00216208:11240/20:10414703 - isvavai.cz</a>
Alternative codes found
RIV/00216208:11310/20:10414703
Result on the web
<a href="http://dx.doi.org/10.1007/978-3-030-50164-8" target="_blank" >http://dx.doi.org/10.1007/978-3-030-50164-8</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1007/978-3-030-50164-8" target="_blank" >10.1007/978-3-030-50164-8</a>
Alternative languages
Result language
angličtina
Original language name
A warning: Potential damages induced by playing xr games
Original language description
This article focuses on psychological safety while playing XR (VR + AR) games, and the development of safe-guards ('fuses') to avoid possible negative impacts incurred during virtual experiences. VR and AR have moved from hi-tech development laboratories and design studios into the homes of otherwise conventional users. XR technology has been repeatedly proven to be beneficial for supportive treatment of phobia, PTSD (post-traumatic stress disorder), training of complex behaviors in harsh environments, and education related applications. Gaming applications are in high demand and financially successful, but are insufficiently supervised by professionals with regard to user safety. Immersion and quality of the technology has increased markedly, resulting in the emergence of arenas that look and feel increasingly realistic, and hence can trigger and impact human affectual states, notably fear and sexual pleasure, more easily. The tendency to create super-stimuli is in the minds of the creators with little (we argue: insufficient) regard to deleterious side effects. Motion sickness has been considered a negative side-effect of VR gaming, but the possible damage to emotional and psychological well-being of users has been overlooked. Other media platforms, such as movies, have documented the impact on the human psyche of pre-disposed individuals, especially when their psychological state is affected by psychoactive substances. We argue the necessity of programming psycho-physiological response-based 'fuses' that limit possible negative impacts on individuals with pre-existing or pre-generated conditions. We do not criticize XR development trends or claim that XR is dangerous outright, and we suspect that various benefits could far outweigh the risks. The warning call we publish here should help establish safety measures while not diminishing the enjoyment during XR gaming.
Czech name
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Czech description
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Classification
Type
D - Article in proceedings
CEP classification
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OECD FORD branch
30502 - Other medical science
Result continuities
Project
<a href="/en/project/GJ19-12885Y" target="_blank" >GJ19-12885Y: Behavioral and Psycho-Physiological Response on Ambivalent Visual and Auditory Stimuli Presentation</a><br>
Continuities
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Others
Publication year
2020
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Article name in the collection
HCI in Games
ISBN
978-3-030-50163-1
ISSN
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e-ISSN
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Number of pages
11
Pages from-to
260-270
Publisher name
Springer
Place of publication
Švýcarsko
Event location
Copenhagen
Event date
Jun 19, 2020
Type of event by nationality
WRD - Celosvětová akce
UT code for WoS article
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