Nothing to Fear? An Analysis of College Students' Fear Experiences With Video Games

Abstract
This study presents the results of a survey of 269 undergraduate students conducted to examine fright experiences caused by video games. Over half of the participants reported game-induced fear. Sex, sensation-seeking, and empathy all emerged as important individual differences in terms of enjoyment of frightening content, consumption of frightening content, and frequency of fright experience. Interactivity and presentations of realism also predicted fear. This work identifies titles, stimuli, and features that caused fright experience.