Fear Inducing Play in an AR Escape Room with Human and Robotic NPCs

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

1 Citation (Scopus)

Abstract

While the horror genre has been a staple in computer games on consoles and personal computers, there are surprisingly few examples of Augmented Reality (AR) horror games. Considering that AR experiences are valued for taking advantage of the physical environment to situate the experience and increase the sense of realism and immersion, there are surprisingly few examples of research that have examined factors that contribute to player experiences in horror games. We developed an AR horror experience in which players need to enter an escape room, solve puzzles and retrieve a teddy bear under the threat of being captured by an enemy NPC. We conducted a study in which players completed the task twice, once facing the enemy NPC in the form of a human-like janitor and another with a robot. Most players rated the human-like enemy as more intimidating than the robot. Players provided various explanations for game elements that contributed to their sense of fear and intimidation including the sound, relatability of the enemy, and scary atmosphere.

Original languageEnglish
Title of host publicationCHI PLAY '22: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play
Number of pages6
PublisherAssociation for Computing Machinery
Publication date2 Nov 2022
Pages38-43
ISBN (Electronic)9781450392112
DOIs
Publication statusPublished - 2 Nov 2022
EventThe Annual Symposium on Computer-Human Interaction in Play - Bremen, Germany
Duration: 2 Nov 20225 Nov 2022

Conference

ConferenceThe Annual Symposium on Computer-Human Interaction in Play
Country/TerritoryGermany
CityBremen
Period02/11/202205/11/2022

Keywords

  • AI
  • AR
  • Augmented Reality
  • Escape Room
  • Games
  • Horror
  • Human Computer Interaction

Fingerprint

Dive into the research topics of 'Fear Inducing Play in an AR Escape Room with Human and Robotic NPCs'. Together they form a unique fingerprint.

Cite this