# Decoding Fear: Exploring User Experiences in Virtual Reality Horror Games

arXiv: https://arxiv.org/abs/2312.15582 · HTML: https://mlsanity.com/paper/2312.15582/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 25 Dec 2023.

## Built on by (most cited first, 2 of 2)

- [Zero-shot Emotion Annotation in Facial Images Using Large Multimodal Models: Benchmarking and Prospects for Multi-Class, Multi-Frame Approaches](https://mlsanity.com/paper/2502.12454/) (2025)
- [VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games](https://mlsanity.com/paper/2401.12133/) (2024)

## Abstract (arXiv)

This preliminary study investigated user experiences in VR horror games, highlighting fear-triggering and gender-based differences in perception. By utilizing a scientifically validated and specially designed questionnaire, we successfully collected questionnaire data from 23 subjects for an early empirical study of fear induction in a virtual reality gaming environment. The early findings suggest that visual restrictions and ambient sound-enhanced realism may be more effective in intensifying the fear experience. Participants exhibited a tendency to avoid playing alone or during nighttime, underscoring the significant psychological impact of VR horror games. The study also revealed a distinct gender difference in fear perception, with female participants exhibiting a higher sensitivity to fear stimuli. However, the preference for different types of horror games was not solely dominated by males; it varied depending on factors such as the game's pace, its objectives, and the nature of the fear stimulant.
