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The current study aimed to investigate whether playing games in VR resulted in a stronger sense of presence than playing on a TV, and whether these feelings of presence affected players\u2019 emotional and physiological responses to the games. Two experiments were conducted among 128 students, comparing the effects of playing either a survival horror game (<jats:italic>N<\/jats:italic>\u2009=\u200959) or a first-person shooter (<jats:italic>N<\/jats:italic>\u2009=\u200969) on a TV or in VR on physiological and subjective fear, hostility and enjoyment. Results showed that playing games in VR resulted in a stronger sense of presence, lower heart rate variability and a stronger subjective sense of fear. The feeling of presence thereby mediated the effects of VR on fear. The effects of playing a first-person shooter in VR on hostility were mixed, and gaming in VR was not more enjoyable than on TV. Regardless of the type of game or display medium, hostility increased significantly post-play. This study provides evidence that commercial VR games can affect feelings of presence and the physiological and emotional state of players.<\/jats:p>","DOI":"10.1007\/s10055-021-00555-w","type":"journal-article","created":{"date-parts":[[2021,7,5]],"date-time":"2021-07-05T04:02:31Z","timestamp":1625457751000},"page":"223-234","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":74,"title":["Fear and loathing in VR: the emotional and physiological effects of immersive games"],"prefix":"10.1007","volume":"26","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-6088-8249","authenticated-orcid":false,"given":"Jeroen S.","family":"Lemmens","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Monika","family":"Simon","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Sindy R.","family":"Sumter","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"297","published-online":{"date-parts":[[2021,7,5]]},"reference":[{"issue":"9","key":"555_CR1","doi-asserted-by":"crossref","first-page":"913","DOI":"10.1080\/0144929X.2017.1311374","volume":"36","author":"M Alghamdi","year":"2017","unstructured":"Alghamdi M, Regenbrecht H, Hoermann S, Swain N (2017) Mild stress stimuli built into a non-immersive virtual environment can elicit actual stress responses. 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