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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 (&apos;fuses&apos;) 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 &apos;fuses&apos; 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

  • Czech description

Classification

  • Type

    D - Article in proceedings

  • CEP classification

  • 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

  • e-ISSN

  • 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