A game developed to test the hypothesis whether participants experience more fear when presented with constant tension versus sudden scares
for
Video Games for Research
▸
For the final project of Video Games for Research, we teamed up with classmates to design and conduct a game-based research project. Several project proposals were distributed, and we had the opportunity to indicate our preferences. We were then assigned to teams based on shared interests in the proposals. I chose the tension versus jumpscares project proposal.
Our group met to discuss our approach to the project. We established what needed to be accomplished and created a plan accordingly, distributing tasks to work as efficiently as possible. We began by conducting research on scary games, tension, and jumpscares. After completing our literature review, we formed hypotheses and determined how to address them. We decided to create a game that would allow us to observe how tension and jumpscares affect people, using a heartbeat sensor to measure physiological responses.
Initially, we planned to use a smartwatch since it would be the most accurate device available to us. However, this proved difficult because we couldn't properly extract the generated data. We switched to an ear-clip sensor that measures heartbeat using Arduino. We discovered that this sensor was highly sensitive to movement and accidental contact. After programming the sensor, we conducted several test runs before beginning the experiment with actual participants. It was fascinating to observe people's reactions to our game, and we began identifying patterns in participants' heart rates.
In conclusion, our study revealed several key findings based on heart rate data and participant feedback:
There is a clear difference in the fear experience between tension and jumpscares alone. Jumpscares produce higher fear peaks, while tension maintains a higher average fear level. Jumpscares can cause a rapid decline in scare effectiveness due to predictable patterns.
The combination of tension and jumpscares produces more significant fear responses than either element alone, providing both higher intensity and longer duration of fear. Sequential jumpscares in this context do not show decreased effectiveness.
▸
Some screenshots of the game and playtest
Game files
Project paper
Heartbeat results
Slides final presentation