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Razvoj igre v navidezni resničnosti za regulacijo stresa in anksioznosti
ID Oražem, Sabina (Author), ID Guna, Jože (Mentor) More about this mentor... This link opens in a new window

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Abstract
Magistrsko delo opisuje razvoj in vrednotenje videoigre v navidezni resničnosti za regulacijo stresa in anksioznosti. Teoretični del opredeljuje pojem navidezne resničnosti, njen zgodovinski razvoj in ključne pojme, kot so: prisotnost, vživetost, zanos in interaktivnost. Opisuje tudi strojno in programsko opremo, ki se uporablja v navidezni resničnosti. Sledijo pregled sorodnih tehnologij, predstavitev uporabniške izkušnje v navidezni resničnosti ter opredelitev stresa in anksioznosti. Zadnji del teoretičnega dela zajema pregled stanja raziskav in predstavitev okvira MDA za oblikovanje iger. Eksperimentalni del zajema raziskavo uporabniških potreb in razvoj resne videoigre. Najprej smo s polstrukturiranimi intervjuji raziskali vire stresa in pričakovanja uporabnikov. Na podlagi pridobljenih podatkov smo razčlenili igro na merljive faktorje. Načrtovali smo dva scenarija z enakim naborom in zaporedjem nalog, in sicer referenčni scenarij A in sproščujoči scenarij B. Igro smo izdelali v razvojnem okolju Unity, pri čemer smo izdelali lastne 3D-modele, sestavili prizora obeh scenarijev in programirali logiko igre. V okviru vrednotenja igre smo preverjali, v kolikšni meri je videoigra uporabnika sprostila. Rezultati lestvice SNRS-11 so pokazali, da se je zaznana raven stresa po obeh scenarijih zmanjšala, pri čemer je bilo zmanjšanje po sproščujočem scenariju večje. Vprašalnik UEQ je pokazal, da je bil sproščujoči scenarij udeležencem izrazito privlačnejši, vprašalnik GEQ pa, da igra udeležencev ni obremenjevala. V zaključni diskusiji so vsi udeleženci dali prednost sproščujočemu scenariju. Raziskava je pokazala, da naravno zasnovano okolje pomembno prispeva k pozitivni uporabniški izkušnji in zmanjšanju zaznanega stresa, izdelana videoigra pa predstavlja izhodišče za nadaljnji razvoj sprostitvene izkušnje v navidezni resničnosti.

Language:Slovenian
Keywords:anksioznost, navidezna resničnost, sprostitev, stres, Unity, uporabniška izkušnja, resna videoigra
Work type:Master's thesis/paper
Organization:NTF - Faculty of Natural Sciences and Engineering
Year:2026
PID:20.500.12556/RUL-186721 This link opens in a new window
Publication date in RUL:04.09.2026
Views:149
Downloads:31
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Secondary language

Language:English
Title:Development of virtual reality based game for stress and anxiety regulation
Abstract:
This master's thesis describes the development and evaluation of a virtual reality based video game for the regulation of stress and anxiety. The theoretical part defines the concept of virtual reality, its historical development and key concepts such as presence, immersion, flow and interactivity. It also describes the hardware and software used in virtual reality. This is followed by a review of related technologies, a presentation of the user experience in virtual reality, and a definition of the terms stress and anxiety. The final section of the theoretical part comprises a review of the state of research and a presentation of the MDA framework for game design. The experimental part comprises a study of user needs and the development of a serious video game. First, we used semi-structured interviews to explore the sources of stress and the expectations of users. Based on the data obtained, we decomposed the game into measurable factors. We designed two scenarios with the same set and sequence of tasks, namely the reference scenario A and the relaxing scenario B. We developed the game in the Unity development environment, where we created our own 3D models, assembled the scenes of both scenarios and programmed the game logic. As part of the game evaluation, we examined the extent to which the video game relaxed the user. The results of the SNRS-11 scale showed that the perceived level of stress decreased after both scenarios, with a greater decrease after the relaxing scenario. The UEQ questionnaire showed that the relaxing scenario was markedly more appealing to participants, while the GEQ questionnaire showed that the game did not place a burden on them. In the concluding discussion, all participants gave preference to the relaxing scenario. The study demonstrated that a nature-based environment significantly contributes to a positive user experience and to a reduction in perceived stress, while the developed video game represents a starting point for the further development of a relaxation experience in virtual reality.

Keywords:anxiety, virtual reality, relaxation, stress, Unity, user experience, serious videogame

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