Abstract
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.
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Acknowledgements
JB & DR are funded by the Czech Science Foundation (Grant No. 19-12885Y “Behavioral and Psycho-Physiological Response on Ambivalent Visual and Auditory Stimuli Presentation”) and DR is further funded by the Ministry of Education, Youth and Sports, Czech Republic and the Institutional Support for Long-term Development of Research Organizations, Faculty of Humanities, Charles University, Czech Republic (Grant PROGRES Q21 “Text and Image in Phenomenology and Semiotics”).
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Binter, J., Říha, D., Prossinger, H. (2020). A Warning: Potential Damages Induced by Playing XR Games. In: Fang, X. (eds) HCI in Games. HCII 2020. Lecture Notes in Computer Science(), vol 12211. Springer, Cham. https://doi.org/10.1007/978-3-030-50164-8_18
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DOI: https://doi.org/10.1007/978-3-030-50164-8_18
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