The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Behind the Door: Exploring Horror VR Game Interaction and its Influence on Anxiety
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Affective interactions using virtual reality: the link between presence and emotions
Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., Gaggioli, A., Botella, C., & Alcañiz, M. (2007) · CyberPsychology & Behavior · doi:10.1089/cpb.2006.9993 · Cited by 1,111
Research works printed but not linked: 33
- Irma Andersson. 2022. The effect of red-light sources on the player experience of a horror game level. Bachelor’s Thesis. Department of Game Design, Faculty of Arts, Uppsala University.
- 10.1109/EMBC44109.2020.9176022 · DOI
- 10.1016/0167-8760(94)90027-2 · DOI · Paper page
- Casper S. Boonen and Daniel Mieritz. 2018. Paralysing Fear: Player Agency Parameters in Horror Games. In DiGRA Nordic ’18: Proceedings of 2018 International DiGRA Nordic Conference. http://www.digra.org/wp-content/uploads/digital-library/DiGRA_Nordic_2018_paper_19.pdf
- John Brooke. 1995. SUS: A quick and dirty usability scale. Usability Eval. Ind. 189 (11 1995).
- 10.1037/ebs0000152 · DOI
- Marlon Dalmoro and Kelmara Mendes Vieira. 2013. Dilemas na construção de escalas Tipo Likert: o número de itens e a disposição influenciam nos resultados?Revista Gestão Organizacional 6 (2013), 161–174. Issue 3.
- 10.1145/1836135.1836143 · DOI · Paper page
- 10.3389/fpsyg.2021.674179 · DOI
- Eva Ganglbauer, Johann Schrammel, Stephanie Schwarz, and Manfred Tscheligi. 2009. Applying Psychophysiological Methods for Measuring User Experience: Possibilities, Challenges and Feasibility. In Workshop on user experience evaluation methods in product development. Uppsala, Sweden.
- 10.1145/1859799.1859809 · DOI
- 10.1109/TG.2020.3006053 · DOI
- 10.1145/3321289.3321315 · DOI
- Johan Hjern. 2015. The Horror of Doors. Bachelor’s Thesis. Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
- C. Kothe, D. Medine, C. Boulay, and Grivich M.and Stenner T.2012. (2012) Lab Streaming Layer (LSL)-A software framework for synchronizing a large array of data collection and stimulation devices. The Swartz Center for Computational Neuroscience Software.Available online: https://code. google. com/archive/p/labstreaminglayer/(accessed on 15 April 2022). https://code. google. com/archive/p/labstreaminglayer/
- 10.1016/j.future.2017.12.056 · DOI
- 10.5298/1081-5937-41.1.02 · DOI
- 10.5220/0007355200420051 · doi:10.5220/0007355200420051
- Phil Lopes and Maria Fonseca. 2021. Towards Effectively Adapting Games: What needs to be Conquered to Achieve Adaptation. In Eurosis Game-On 2021.
- 10.5220/0010244601770185 · doi:10.5220/0010244601770185
- 10.3758/s13428-020-01516-y · DOI · Paper page
- 10.3389/fpsyg.2019.02298 · DOI
- 10.1177/1046878119831420 · DOI · Paper page
- 10.1145/3410404.3414227 · DOI
- 10.1162/pres.1994.3.2.130 · DOI · Paper page
- Paul Toprac and Ahmed Abdel-Meguid. 2010. Causing Fear Suspense and Anxiety Using Sound Design in Computer Games. IGI Global 176–191. https://doi.org/10.4018/978-1-61692-828-5.ch009 · doi:10.4018/978-1-61692-828-5.ch009
- 10.1109/ACII.2013.101 · DOI
- 10.1037/0022-3514.54.6.1063 · DOI · Paper page
- 10.1162/105474698565686 · DOI · Paper page
- 10.1109/IJCNN.2018.8489125 · DOI
- 10.1007/978-3-319-41316-7_7 · DOI
- 10.1109/SeGAH.2017.7939272 · DOI
- Nelson Zagalo. 2007. A Diversidade Emocional nos Videojogos. VI Brazilian Symposium on Computer Games and Digital Entertainment (2007). http://www.microsoft.com/presspass/exec
Metadata
- Authors
- Ferreira, M., Pinha, A., Fonseca, M., & Lopes, P.
- Venue
- Proceedings of the 18th International Conference on the Foundations of Digital Games
- Publisher
- ACM
- Published
- 2023-04-12
- Pages
- 1-11
- Cited by
- 5
- References
- 1
- Funders
- Hei-Lab R&D Unit (UIDB/05380/2020)
- Project PlayersAll : media agency and empowerment (EXPL/COM-OUT/0882/2021)
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review
How to cite
Cite CoChat for the checks on this page, and the paper for its own findings.
- This page
- CoChat. (2026). Citation check: Behind the Door: Exploring Horror VR Game Interaction and its Influence on Anxiety. https://app.cochat.ai/papers/10.1145/3582437.3582482
- The paper
- Ferreira, M., Pinha, A., Fonseca, M., & Lopes, P. (2023). Behind the Door: Exploring Horror VR Game Interaction and its Influence on Anxiety. Proceedings of the 18th International Conference on the Foundations of Digital Games. https://doi.org/10.1145/3582437.3582482
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.