Recently affective computing has been an active research topic due to the intention of narrowing the communication gap between humans and computers. As electroencephalogram devices have become more compact, accessible, even commercially available, an increasing number of studies have been focused on developing sophisticated methods to process EEG signals. Neuromarketing and biofeedback gaming are just two concepts among the huge number of possibilities that could utilize these advances. In this thesis, EEG, galvanic skin response (GSR) and heart rate (HR) of 10 subjects were recorded during the gameplay of a horror game. The acquired frontal EEG asymmetry (FEA) feature was analyzed and compared to the GSR signals in order to test the robustness of FEA as indicator of fear intensity. FEA values reflected the calm state as the used hypothesis suspected, but under fear, a contrary process was observed as expected. This phenomenon may infer that FEA values are more likely to be affected by the process of fear regulation than reactivity. Results of self-assessment and GSR measurements, which indicate significant experiencing of fear, may encourage future studies to utilize video games as emotion elicitors. The method developed to capture fear intensity can be used in biofeedback horror games, to help players conquer their fears, by rewarding them to do so. Furthermore, commercials can be examined as fear elicitors, as it was showed that consumers under moderate fear were vulnerable to external influence.