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Create free accountWhitepaperFoundations of Digital Games (FDG)
Distilling the key insights…
This pilot study evaluates the efficacy of a modified 3D video game, Shinobi Valley, as a research tool for examining the impact of hostile environments on human foraging behavior. The primary objective was to determine if introducing predatory non-player characters (NPCs) could successfully induce stress and subsequently alter foraging patterns, such as item collection rates and movement, compared to a non-hostile control environment.
The experiment utilized a within-subject design with 18 adult participants who navigated both friendly and hostile versions of the game. Methodology included tracking in-game metrics—such as player location, distance traveled, and item collection frequency—alongside subjective assessments of stress via in-game surveys and spatial presence via the Igroup Presence Questionnaire (IPQ). The hostile environment featured ghost-like predators that followed players and stole collected items, designed to trigger a fight-or-flight response.
Results confirmed that the hostile environment successfully induced significantly higher levels of self-reported stress compared to the friendly condition. However, the study found no significant difference in foraging performance, as the total number of items collected and the time intervals between collections remained consistent across both environments. IPQ scores indicated moderate levels of spatial presence and involvement, though experienced realism was rated lower.
The findings suggest that while the game is a viable platform for inducing stress, the current design failed to produce measurable behavioral shifts in foraging. The authors conclude that further modifications are necessary to enhance the perceived threat of predators and the visibility of negative consequences, such as item loss. Future research will focus on more granular movement analysis, such as spatial entropy, and the integration of physiological measures like heart rate to better capture the impact of environmental stressors on human behavior.
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European Conference on Games Based Learning (ECGBL) · 2025