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From Atmospheric Tension to Embodied Regulation: A Mixed-Methods Study of Fear in VR and Non-VR Survival Horror Gameplay

Submitted:

01 June 2026

Posted:

02 June 2026

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Abstract
Virtual reality (VR) survival horror is often discussed in terms of heightened fear and immersion, yet less attention has been paid to how fear is organized across different atmospheric conditions and how this organization differs from non-VR gameplay. This study approaches immersive fear as a process emerging from the interaction among atmospheric configuration, embodied regulation, and post-play interpretation. A se-quential mixed-methods design was employed using Resident Evil Village as the em-pirical context. Study 1 combined scene-based observation, synchronized gameplay re-cordings, and post-play interviews with eight participants to examine how fear was enacted across three contrasted atmospheric configurations: combat pressure, psycho-logical ambiguity, and spatial disorientation. Study 2 extended this analysis through a within-subject experiment with 30 participants who completed both VR and non-VR versions of the same gameplay content under standardized conditions. The findings show that immersive fear is not a uniform increase in emotional intensity. In Study 1, different atmospheric configurations elicited distinct modes of embodied regulation, including defensive retreat, hesitant exposure, and cautious reorientation, while behavioral re-sponses and retrospective accounts often diverged in systematic ways. In Study 2, paired-samples tests showed that VR produced lower valence, higher arousal, reduced perceived control, higher fear ratings, stronger immersion, and greater motion sickness than non-VR gameplay. These effects were scene-sensitive rather than uniform: psy-chologically ambiguous environments produced the highest fear ratings under VR. Across both studies, prior VR and genre experience shaped how players interpreted and regulated threat, and short-term residual effects indicated that fear extended beyond gameplay. These results suggest that VR modifies not only the intensity but also the organization of fear. More broadly, the study reframes immersive fear as a temporally distributed process linking atmospheric configuration, embodied regulation, and post-play interpretation in survival horror gameplay.
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Copyright: This open access article is published under a Creative Commons CC BY 4.0 license, which permit the free download, distribution, and reuse, provided that the author and preprint are cited in any reuse.
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