Escape from the Dark Jungle: A 3D Audio Game for Emotion Regulation

  • Jiangtao GongEmail author
  • Yin ShiEmail author
  • Jue WangEmail author
  • Danqing ShiEmail author
  • Yingqing XuEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10910)


In this paper, we introduce a new 3D-sound-based VR game named Escape from Dark Jungle, with the design goal of regulating players’ emotion. Our game design is based on the “Stimulus - Response” theory of behavioral method, implemented using Low-cost, real-time 3D audio technologies. We conducted an extensive user study to evaluate the game’s effectiveness on emotion regulation. The results show that this game achieves this goal by effectively making players more positive or negative, excite or calm.


Emotion regulation Game design Emotion measurement Stimulus response theory 3D sound Virtual reality 



We thank all the 150 subjects taking part in our experiment. This work is supported by National Key research and development Program (2016YFB1001402).


  1. 1.
    Rothbaum, B.O., Hodges, L.F., Ready, D., et al.: Virtual reality exposure therapy for Vietnam veterans with posttraumatic stress disorder. J. Clin. Psychiatry 62(8), 617–622 (2001)CrossRefGoogle Scholar
  2. 2.
    Gigerenzer, G., Todd, P.M.: Simple Heuristics that Make us Smart. Oxford University Press, New York (1999)Google Scholar
  3. 3.
    Loewenstein, G.F., Weber, E.U., Hsee, C.K., et al.: Risk as feelings. Psychol. Bull. 127(2), 267 (2001)CrossRefGoogle Scholar
  4. 4.
    Loewenstein, G., Lerner, J.S.: The role of affect in decision making. Handb. Affect. Sci. 619(642), 3 (2003)Google Scholar
  5. 5.
    Harlé, K.M., Allen, J.J.B., Sanfey, A.G.: The impact of depression on social economic decision making. J. Abnorm. Psychol. 119(2), 440 (2010)CrossRefGoogle Scholar
  6. 6.
    Harlé, K.M., Sanfey, A.G.: Effects of approach and withdrawal motivation on interactive economic decisions. Cogn. Emot. 24(8), 1456–1465 (2010)CrossRefGoogle Scholar
  7. 7.
    Christensen, P.R., Anderson, D.L., Chase, S.C., et al.: Results from the Mars global surveyor thermal emission spectrometer. Science 279(5357), 1692–1698 (1998)CrossRefGoogle Scholar
  8. 8.
    Páez, D., Velasco, C., González, J.L.: Expressive writing and the role of alexythimia as a dispositional deficit in self-disclosure and psychological health. J. Pers. Soc. Psychol. 77(3), 630 (1999)CrossRefGoogle Scholar
  9. 9.
    Rodriguez, A., Rey, B., Vara, M.D., et al.: A VR-based serious game for studying emotional regulation in adolescents. IEEE Comput. Graph. Appl. 35(1), 65–73 (2015)CrossRefGoogle Scholar
  10. 10.
    Vara, M.D., Baños, R.M., Rasal, P., et al.: A game for emotional regulation in adolescents: the (body) interface device matters. Comput. Hum. Behav. 57, 267–273 (2016)CrossRefGoogle Scholar
  11. 11.
    Claes, L., Jiménez-Murcia, S., Santamaría, J.J., et al.: The facial and subjective emotional reaction in response to a video game designed to train emotional regulation (Playmancer). Eur. Eat. Disord. Rev. 20(6), 484–489 (2012)CrossRefGoogle Scholar
  12. 12.
    Fagundo, A.B., Santamaría, J.J., Forcano, L., et al.: Video game therapy for emotional regulation and impulsivity control in a series of treated cases with bulimia nervosa. Eur. Eat. Disord. Rev. 21(6), 493–499 (2013)CrossRefGoogle Scholar
  13. 13.
    Ducharme, P., Wharff, E., Hutchinson, E., et al.: Videogame assisted emotional regulation training: an ACT with RAGE-control case illustration. Clin. Soc. Work J. 40(1), 75–84 (2012)CrossRefGoogle Scholar
  14. 14.
    Cederholm, H., Hilborn, O., Lindley, C., et al.: The aiming game: using a game with biofeedback for training in emotion regulation. In: Proceeding of DiGRA 2011 Conference: Think Design Play (2011)Google Scholar
  15. 15.
    Jercic, P., Astor, P.J., Adam, M.T.P., et al.: A serious game using physiological interfaces for emotion regulation training in the context of financial decision-making. In: ECIS 2012, vol. 207 (2012)Google Scholar
  16. 16.
    Howard, D.M., Angus, J.: Acoustics and Psychoacoustics. Taylor & Francis, Routledge (2009)Google Scholar
  17. 17.
    Burgess, D.A.: Techniques for low cost spatial audio. In: Proceedings of the 5th Annual ACM Symposium on User Interface Software and Technology, pp. 53–59. ACM (1992)Google Scholar
  18. 18.
    Cheng, C.I., Wakefield, G.H.: Introduction to head-related transfer functions (HRTFs): representations of HRTFs in time, frequency, and space. In: Audio Engineering Society Convention 107. Audio Engineering Society (1999)Google Scholar
  19. 19.
    Lang, P.J.: The emotion probe. studies of motivation and attention. Am. Psychol. 50(5), 372–385 (1995)CrossRefGoogle Scholar
  20. 20.
    Russell, J.A., Barrett, L.F.: Core affect, prototypical emotional episodes, and other things called emotion: dissecting the elephant. J. Pers. Soc. Psychol. 76(5), 805 (1999)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.Department of Information Art and DesignTsinghua UniversityBeijingChina
  2. 2.Department of PsychologyTsinghua UniversityBeijingChina
  3. 3.Megvii Inc.SeattleUSA

Personalised recommendations