PSYCHOACOUSTIC EFFECTS OF INFRASOUND ON GAME EXPERIENCE
Project presented a proposition of how to enhance the experience of fear and anxiety in a First Person Survival Horror Game by exposing the player to an infra-sound source while playing.
A game “The Rescue” was developed for use in an experiment testing purpose. 26 participants took part in a between subjects experiment, in which half of them were exposed to a 29 Hz constant frequency while playing the game. Although the developed game proved to indeed be of a very scary nature, results showed no significant change between the two experiment conditions. For further investigations bigger sample of test participants would be needed.


BIOMETRICS
​
Most mental processing - including decision-making and emotional reactions - occurs unconsciously. People tend to filter their feelings, decisions and reasons consciously and that might affect the gathering data during the test. Our goal was to measure fear. Physiological measures of Heart Rate, Heart Rate Variability and Skin Conductance Levels were recorded throughout the experiment.
​
GSR is also called “electrodermal activity” or EDA. A typical GSR measurement device is a relatively small, unobtrusive sensor that is connected to the skin of your finger or hand. Sweat glands on the hands are very sensitive to changes in person’s emotional state. If the person becomes emotionally aroused — either positively or negatively — then he/she will release more sweat in hands. Sometimes, these are very small changes that may not be noticed, this is why biometric measurements are used in such cases.