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The effect of task demand on mood repair and selective exposure to video games.

机译:任务需求对情绪修复和选择性接触视频游戏的影响。

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摘要

It is argued by entertainment scholars that the potential for video games to intervene in noxious mood states is heightened by the fact that video game play is a more demanding task as compared to consuming other forms of media. According to mood management theory, heightened intervention potential should make video games particularly well-adept at repairing noxious moods. Moreover, according to selective exposure theory, this heightened intervention potential should make video game play more desirable to people experiencing noxious mood states. Although many researchers have made theoretical claims about the unique attributes of video games as compared to more traditional media, both in general and in relation to mood management and selective exposure, these claims have yet to be tested empirically.;To this end, three studies were conducted. Study 1 varied task demand in a video game by experimentally manipulating the amount of control an individual had over a mediated environment and found that (a) increased task demand heightens a video game's intervention potential, (b) heightened intervention potential enhances the video game's ability to relieve boredom and stress, (c) too much task demand has a detrimental effect on mood repair, and (d) the ability of video games to repair negative affect is a function of increased task demand, and not simply increased arousal. Study 2 used behavioral measures of user engagement rather than experimental manipulations of task demand and found that (a) increased involvement with some game controls has a positive influence on post-game play affect and (b) increased involvement with game controls has a positive influence on affect for bored participants and a negative influence on affect for stressed individuals. Study 3 focused on selective exposure stemming from expectations of a video game's task demand learned from game play, and found that (a) participants in states of boredom and stress preferred moderate levels of expected task demand, and (b) this preference was stronger for stressed participants than for bored participants. By focusing attention on the role of task demand in these processes, this collection of studies expands previous conceptualization of intervention potential in a manner that aids efforts to understand the uses and effects of interactive media as related to mood regulation. Combined, these studies advance our knowledge of mood management and selective exposure processes related to a specific and increasingly-popular form of interactive media: the video game.
机译:娱乐学者认为,与玩其他形式的媒体相比,视频游戏是一项更加艰巨的任务,这增加了视频游戏干预有害情绪状态的可能性。根据情绪管理理论,增强的干预潜力应使视频游戏特别擅长修复有害情绪。而且,根据选择性暴露理论,这种增加的干预潜力应该使视频游戏更适合经历有害情绪状态的人们。尽管许多研究人员已经对视频游戏的独特属性提出了理论上的主张,但与传统媒体相比,无论是在总体上还是在情绪管理和选择性接触方面,这些主张仍需进行实证检验。为此,三项研究进行了。研究1通过实验性地控制个人对中介环境的控制量来改变视频游戏中的任务需求,发现(a)任务需求增加会增强视频游戏的干预潜力,(b)干预潜力会增强视频游戏的能力为了减轻无聊和压力,(c)过多的任务需求会对情绪修复产生不利影响,并且(d)电子游戏修复负面影响的能力是任务需求增加的函数,而不仅仅是唤醒的增加。研究2使用了用户参与的行为量度,而不是任务需求的实验性操纵,发现(a)增加对某些游戏控件的参与对游戏后的游戏产生积极影响,(b)增加对游戏控件的参与有积极的影响对无聊参与者的情感影响和对压力大的人的情感的负面影响。研究3集中于选择性的接触,这些选择性的接触源于对从游戏中学习到的视频游戏任务需求的期望,发现(a)处于无聊和压力状态的参与者更喜欢中等水平的预期任务需求,并且(b)与无聊的参与者相比,强调参与者。通过关注任务需求在这些过程中的作用,本研究集以有助于理解与情绪调节有关的交互式媒体的用途和效果的方式扩展了干预潜力的先前概念。综合起来,这些研究提高了我们对情绪管理和选择性暴露过程的知识,这些过程与一种特定且日益流行的交互式媒体形式有关:视频游戏。

著录项

  • 作者

    Bowman, Nicholas David.;

  • 作者单位

    Michigan State University.;

  • 授予单位 Michigan State University.;
  • 学科 Mass Communications.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 103 p.
  • 总页数 103
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:37:30

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