Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Designing and developing stress relief games using virtual reality technology

View through CrossRef
Stress-relief games today come in various forms but differ from traditional relaxation games. Players can choose based on their preferences; some may enjoy slightly challenging games, while others prefer simpler, more relaxing options. This research focuses on stress-relief games that simulate real-world scenarios and allow players to relieve stress by destroying objects. The game has been designed to alleviate anxiety, anger, and stress by providing a virtual space for players to vent their frustrations. The game environment is designed to mimic stressful real-world settings, such as offices, classrooms, and kitchens, and players are equipped with virtual weapons like baseball bats, frying pans, and hammers. The game utilizes virtual reality technology and haptic feedback to create a realistic sense of destruction. Players can engage in various activities, such as smashing dishes, breaking bottles, and destroying targets within the stress-relief room. While current relaxation games emphasize enjoyment and reducing stress from prolonged focus, they do not address the four levels of stress defined by the Department of Mental Health: Level 1 (low), Level 2 (moderate), Level 3 (high), and Level 4 (severe). Stress from factors such as frequent criticism often falls into these higher categories and cannot be effectively addressed by general relaxation games. In terms of game development, the design of the room and its objects is highly realistic, setting it apart from existing games. The primary objectives are to: 1. design and develop a stress-relieving game using virtual reality technology; and 2. evaluate its effectiveness and user satisfaction. In terms of game development, the room design and objects in the room are highly realistic, making it different from existing games.The game has undergone usability testing by four experts and a satisfaction assessment by 30 participants. All participants completed a pre- and post-game stress assessment. The results showed that the game's effectiveness rating was 4.48 (SD = 0.49), indicating a high level of effectiveness. Overall user satisfaction was rated at 4.61 (SD = 0.53), indicating very high satisfaction. Based on these findings, the virtual reality stress-relief game shows great promise as a potential replacement for physical stress-relief rooms.
Title: Designing and developing stress relief games using virtual reality technology
Description:
Stress-relief games today come in various forms but differ from traditional relaxation games.
Players can choose based on their preferences; some may enjoy slightly challenging games, while others prefer simpler, more relaxing options.
This research focuses on stress-relief games that simulate real-world scenarios and allow players to relieve stress by destroying objects.
The game has been designed to alleviate anxiety, anger, and stress by providing a virtual space for players to vent their frustrations.
The game environment is designed to mimic stressful real-world settings, such as offices, classrooms, and kitchens, and players are equipped with virtual weapons like baseball bats, frying pans, and hammers.
The game utilizes virtual reality technology and haptic feedback to create a realistic sense of destruction.
Players can engage in various activities, such as smashing dishes, breaking bottles, and destroying targets within the stress-relief room.
While current relaxation games emphasize enjoyment and reducing stress from prolonged focus, they do not address the four levels of stress defined by the Department of Mental Health: Level 1 (low), Level 2 (moderate), Level 3 (high), and Level 4 (severe).
Stress from factors such as frequent criticism often falls into these higher categories and cannot be effectively addressed by general relaxation games.
In terms of game development, the design of the room and its objects is highly realistic, setting it apart from existing games.
The primary objectives are to: 1.
design and develop a stress-relieving game using virtual reality technology; and 2.
evaluate its effectiveness and user satisfaction.
In terms of game development, the room design and objects in the room are highly realistic, making it different from existing games.
The game has undergone usability testing by four experts and a satisfaction assessment by 30 participants.
All participants completed a pre- and post-game stress assessment.
The results showed that the game's effectiveness rating was 4.
48 (SD = 0.
49), indicating a high level of effectiveness.
Overall user satisfaction was rated at 4.
61 (SD = 0.
53), indicating very high satisfaction.
Based on these findings, the virtual reality stress-relief game shows great promise as a potential replacement for physical stress-relief rooms.

Related Results

Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
VR 101
VR 101
Today we call many things “virtual.” Virtual corporations connect teams of workers located across the country. In leisure time, people form clubs based on shared interests in polit...
Dynamic Simulation to Determine Governing Relief Load for De-Methanizer System
Dynamic Simulation to Determine Governing Relief Load for De-Methanizer System
Abstract The existing design of de-methanizer column relief system is re-validated to ensure process safety and integrity. Relief load estimation for de-methanizer b...
Serious games for environmental education
Serious games for environmental education
AbstractSerious games are increasingly popular in multiple fields, including education and environmental engagement. We conducted a systematic review to examine the reasons for thi...
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity...
Comparing cybersickness in virtual reality and mixed reality head-mounted displays
Comparing cybersickness in virtual reality and mixed reality head-mounted displays
Introduction: Defence Research and Development Canada is developing guidance on the use of Mixed Reality head-mounted displays for naval operations in the Royal Canadian Navy. Virt...
Information Technology Students' Perceptions Toward Using Virtual Reality Technology for Educational Purposes
Information Technology Students' Perceptions Toward Using Virtual Reality Technology for Educational Purposes
This study aims to examine information technology students' perceptions toward the use of virtual reality technology, their behavioral intention to use such technology for educatio...

Back to Top