Abstract
Specific phobias like spider phobia represent a frequent mental health problem in children and adolescents, demanding innovative prevention and treatment approaches. We therefore develop an eye tracking supported Virtual Reality serious game for school-aged children, realizing gaze interactions to promote attention towards, and positive experiences during exposure to spiders. Within pilot studies in adults (n=30) and children (n=14) without fear of spiders, we assessed positive and negative affect during prototype gaze feedback through five different variants: If gazed for few seconds, the virtual spider changed into a shrunk, a rainbow coloured, or dying spider, or morphed into a smileyball, or speaks friendly. We found the highest positive affect for the rainbow and smileyball variant, followed by the shrunk and friendly speaking variant. In contrast, the dying variant was excluded due to the possible induction of negative affect. Findings indicate eligible variants for the further development of the VR serious game.
| Original language | English |
|---|---|
| Title of host publication | CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play |
| Place of Publication | New York, NY, USA |
| Publisher | Association for Computing Machinery |
| Pages | 74–79 |
| Number of pages | 6 |
| ISBN (Electronic) | 9781450383561 |
| ISBN (Print) | 9781450383561 |
| DOIs | |
| Publication status | Published - 15 Oct 2021 |
Publication series
| Name | CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play |
|---|
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
Keywords
- eye tracking
- gaze interaction
- serious game
- spider phobia
- virtual reality
- Spider phobia
- Virtual reality
- Serious game
- Eye tracking
- Gaze interaction
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