Abstract Daniel Gabana 24 April 2017
The role of affective states in cognitive performance has long been an area of interest in cognitive research, though until now very little of this research has occurred in a gaming scenario. What research in this environment has shown is that valence and arousal can and do change when subjects are immersed in a Virtual Reality (VR) environment.
In this presentation I will share the results of my latest study, where I investigate how working memory performance can be affected when playing a VR game as well as the effects of affective states on attention. In order to conduct the study I created a custom ‘endless runner’ video game for both Desktop and VR which utilised a hand gesture based interaction. Three difficulty levels were designed to evoke different levels of arousal keeping the same cognitive load for all of them.
My results show a improved working memory performance when playing in VR as well as significantly higher levels of valence and arousal in this interaction mode. This effect was particularly pronounced in those with a low working memory capacity when playing the medium difficulty level in VR.
I also hope to present and discuss with you a theory I that developed based on my research, which I will attempt to demonstrate with relevant findings from my data set. I greatly welcome you to share your thoughts on this subject and I look forward to hearing your points of view.