Darkness That Teaches: A Conceptual Framework for Fear-Based Learning in AR/VR Through Folk-Legend Horror Games
Keywords:
augmented reality, virtual reality, fear-based learning, recreational horror, emotional regulation, immersive learning, folk legend, serious games, cultural heritageAbstract
Conventional education treats fear as an obstacle to learning and works to remove it. Yet research on emotional memory and recreational horror suggests the opposite may hold under controlled conditions: moderate, narratively framed fear can sharpen attention, strengthen memory consolidation, and serve as low-stakes practice for emotional regulation. This paper asks how augmented and virtual reality (AR/VR) can be designed to harness controlled fear for educational ends, with cultural heritage delivered through folk-legend narrative as the content. Using a structured synthesis of peer-reviewed work across four domains—the psychology of fear and memory, recreational horror as threat simulation, immersive learning theory, and serious games for heritage—the paper derives a conceptual framework, Darkness That Teaches, that links folk-legend narrative, immersive presence and agency, a calibrated fear-arousal window, and affective–cognitive learning processes to three target outcomes: cultural-heritage knowledge, emotional-regulation skill, and durable retention. The framework is operationalised as a design model with an AI-driven arousal-calibration loop that keeps each learner inside an optimal-fear window. The contribution is conceptual: it addresses the standard objection that fear impairs cognition, formulates testable design principles and hypotheses, and sets out an empirical agenda rather than reporting a trial. The intersection of folk-legend horror, AR/VR immersion, and formal learning outcomes is, to the authors’ knowledge, not yet addressed in the literature
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