A warning: Potential damages induced by playing xr games
Identifikátory výsledku
Kód výsledku v 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>
Nalezeny alternativní kódy
RIV/00216208:11310/20:10414703
Výsledek na webu
<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>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
A warning: Potential damages induced by playing xr games
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
A warning: Potential damages induced by playing xr games
Popis výsledku anglicky
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.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
30502 - Other medical science
Návaznosti výsledku
Projekt
<a href="/cs/project/GJ19-12885Y" target="_blank" >GJ19-12885Y: Behaviorální a psycho-fyziologická reakce na prezentaci ambivalentních obrazových a zvukových stimulů</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2020
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
HCI in Games
ISBN
978-3-030-50163-1
ISSN
—
e-ISSN
—
Počet stran výsledku
11
Strana od-do
260-270
Název nakladatele
Springer
Místo vydání
Švýcarsko
Místo konání akce
Copenhagen
Datum konání akce
19. 6. 2020
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
—