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The Psycho-Physiological Effects of ...
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Jackson, Deonte.
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The Psycho-Physiological Effects of Playing Video Games.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
The Psycho-Physiological Effects of Playing Video Games./
作者:
Jackson, Deonte.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2017,
面頁冊數:
77 p.
附註:
Source: Masters Abstracts International, Volume: 57-04.
Contained By:
Masters Abstracts International57-04(E).
標題:
Physiological psychology. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10685320
ISBN:
9780355611298
The Psycho-Physiological Effects of Playing Video Games.
Jackson, Deonte.
The Psycho-Physiological Effects of Playing Video Games.
- Ann Arbor : ProQuest Dissertations & Theses, 2017 - 77 p.
Source: Masters Abstracts International, Volume: 57-04.
Thesis (M.A.)--North Carolina Central University, 2017.
Research related to video game use is abundant, but the scope is narrow, focusing on violent behavior as an outcome of video game use. The standing body of research indicates that playing violent video games has a significant effect on emotional regulation, attentional regulation, and physiological response to violent and stressful stimuli. Thayer's Neurovisceral Integration model posits that these factors are all part of a functional neurological network, and thus interconnected. These connections have in no way been explored with regard to video games and vast array of psychological and physiological impacts they can have on an individual. Furthermore the previous body of research fails to account for the impact of non-violent games and whether there are differences in individuals who habitually play games versus those that do not. This study looks to explore those differences by exposing a group of 62 participants, comprised of 31 habitual gamers and 31 non-gamers, to one of three tasks, a reading task, typing task, and a video game task while collecting physiological data. Heart rate and high frequency heart rate variability were measured across five conditions: baseline, speaking, task, Trier verbal math stress test, and return to baseline. After, the stress test participants were asked to indicate their emotional state using a list of mood adjectives. Results indicate that participants experienced physiologically significant changes across each condition (p < .001). There is no significant difference between how gamers and non-gamers responded to stress. A series of one-way ANOVAs between mood adjectives and tasks indicate participants that played the video game were more agitated after the Trier stress test than those in other groups (p = .042). One-way ANOVAs indicated males felt more relaxed after the Trier stress test (p = .041), while females expressed feeling more agitated (p = .018).
ISBN: 9780355611298Subjects--Topical Terms:
2144820
Physiological psychology.
The Psycho-Physiological Effects of Playing Video Games.
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Research related to video game use is abundant, but the scope is narrow, focusing on violent behavior as an outcome of video game use. The standing body of research indicates that playing violent video games has a significant effect on emotional regulation, attentional regulation, and physiological response to violent and stressful stimuli. Thayer's Neurovisceral Integration model posits that these factors are all part of a functional neurological network, and thus interconnected. These connections have in no way been explored with regard to video games and vast array of psychological and physiological impacts they can have on an individual. Furthermore the previous body of research fails to account for the impact of non-violent games and whether there are differences in individuals who habitually play games versus those that do not. This study looks to explore those differences by exposing a group of 62 participants, comprised of 31 habitual gamers and 31 non-gamers, to one of three tasks, a reading task, typing task, and a video game task while collecting physiological data. Heart rate and high frequency heart rate variability were measured across five conditions: baseline, speaking, task, Trier verbal math stress test, and return to baseline. After, the stress test participants were asked to indicate their emotional state using a list of mood adjectives. Results indicate that participants experienced physiologically significant changes across each condition (p < .001). There is no significant difference between how gamers and non-gamers responded to stress. A series of one-way ANOVAs between mood adjectives and tasks indicate participants that played the video game were more agitated after the Trier stress test than those in other groups (p = .042). One-way ANOVAs indicated males felt more relaxed after the Trier stress test (p = .041), while females expressed feeling more agitated (p = .018).
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