VRPLAY
Project Showcase

VRPLAY

Eliciting PLAY in Virtual Reality

By: Devin Marais , Karla Alaro , Zenande Mdludlu

Supervised by: James Gain


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Abstract

VRPLAY asks whether virtual reality can activate PLAY, one of the seven primary emotion systems that Jaak Panksepp identified in the mammalian brain. PLAY is the circuit behind rough-and-tumble games and the social joy that comes with them. It matters because healthy PLAY is essential to social and cognitive development, aberrant PLAY is linked to early-onset schizophrenia, and people who struggle to play with others, such as those with autism or severe social anxiety, rarely get the experience at all. A virtual environment that reliably produces PLAY could become a therapeutic tool.

We built three VR environments, each staging the conditions PLAY needs: a fair back-and-forth exchange, a partner who plays rather than competes, and no sense of threat. In one you throw and catch apples in a woodland meadow with a squirrel whose mood drives how it offers, chases and evades. In another you have a water balloon fight across a backyard pool with a boy who matches your throwing skill. In the third you play bat and ball in a forest with a humanoid bunny, hitting its acorn back to it. All three were tested with the same evaluation suite, which decomposes PLAY into seven measurable parts, from pleasure and arousal to reciprocity and felt sociality, and checks each one with questionnaires and in-headset telemetry before and after the experience.

The exhibit shows which parts of PLAY each environment produced, where they fell short, and what that tells us about designing emotion into VR.

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