Creating a Horror Video Game with Biofeedback to Study Fear

Authors

  • Zala Gruden University of Ljubljana

Abstract

Fear researchers aim to understand how individuals experience and respond to fear. A major challenge in this field is reliably eliciting fear responses under controlled, replicable conditions, as laboratory environments often lack the immersive qualities necessary to provoke direct fear. However, this limitation can be addressed through the use of video games or virtual reality (VR). Previous studies have shown that individuals who actively play video games experience stronger fear responses compared to those who passively observe gameplay. This difference is mainly attributed to agency, which refers to the sense of interactivity, autonomy, and presence that allows players to engage more deeply with virtual environments [1].

The aim of this project is to create a prototype of a short first-person horror game in Unity. This prototype can later be developed into a full game that can be used in future research to test whether including biofeedback during gameplay results in a stronger and more direct fear response. The hypothesis is that biofeedback will enhance the player’s sense of immersion and presence. 

The game will be structured based on prior research [1] and will consist of a tutorial followed by two versions of the same level: one with biofeedback integration and one without. The player’s goal will be to navigate through the level and find the exit, while experiencing a series of specific fear-inducing events. During gameplay, the player’s fear response will be measured using electrodermal activity (EDA). In the biofeedback version, real-time EDA readings will dynamically influence visual and auditory aspects of the game. For instance, elevated EDA levels will trigger heavy breathing sounds and visual effects such as tunnel vision. A rapid spike in EDA may also cause the player character to begin running involuntarily, simulating a panic response.

Specific fear-inducing events will be triggered based on the player’s location within the level and will occur in the same sequence for every participant, ensuring consistency across trials. For each event, EDA data will be recorded from 10 seconds before to 30 seconds after each trigger. The tutorial, which will last approximately three minutes, will be used to gather baseline EDA readings and help the player adjust to the controls and environment.

Further research could involve testing the game to see if the selected fear-inducing events actually trigger fear responses and if the timing for measuring EDA around these events is accurate. Once refined, the game could be used in studies to test if biofeedback during gameplay helps increase immersion and results in a stronger fear response.

References

[1] K.E. Madsen,“The differential effects of agency on fear induction using a horror-themed video game,” Computers in Human Behavior, vol. 56, pp. 142–146, 2016. doi: 10.1016/j.chb.2015.11.041.

Published

2025-06-10