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Title page for ETD etd-04112008-154329


Type of Document Dissertation
Author Mulligan, Mark
Author's Email Address mpm03f@fsu.edu
URN etd-04112008-154329
Title Exploring Mood Management via Exposure to a Massively Multi-Player Online Game
Degree Doctor of Philosophy
Department Communication, Department of
Advisory Committee
Advisor Name Title
Arthur A. Raney Committee Chair
John DuBard Committee Member
Laura M. Arpan Committee Member
Nancy Everhart Committee Member
Keywords
  • Mood Management Theory
  • Massively Multi-Player Online Games (MMOG)
  • World Of Warcraft
  • Optimal Arousal Zone (OAZ)
  • Mood Scale
  • Wristech Monitor
Date of Defense 2008-03-17
Availability unrestricted
Abstract
This research explored video games in the context of mood management. Specifically, the goal was to determine if playing a massively multi-player online game (MMOG) would allow respondents in varied mood states to achieve or perpetuate an optimal level of arousal during game play. The MMOG chosen was World of Warcraft. A total of 63 males and 18 females participated in the research. The study involved a short-term field experiment in which the respondents’ moods were manipulated prior to game exposure. Three groups comprised the research (boredom induced group, stress induced group, and a control group). An experimental mood scale based on absolute values (2 = bored, 1 = sort of bored, 0 = feel good, 1 = sort of stressed, 2 = stressed) collected data on self-reported mood states during game-play as a method to determine levels of arousal. The means of the mood scale were compared to the optimal arousal zone (OAZ) in which a mean score of .50 or less was considered within the zone. A WrisTech monitor collected cardiovascular measurements as an additional method to determine arousal levels. The mood and cardiovascular measurements were collected in 5-minute intervals across 30-minutes of game-play. The calculations of a one-way repeated measures analysis of variance (ORM-ANOVA) found significant results to support the main hypothesis and answering the primary research question stating that mood state would improve as a result of being exposed to game-play for a 10-minute and 30-minute time frame. Additionally, a favorable outcome was found for the hypotheses and research questions that involved a reduction in stress based on a decrease in cardiovascular reactivity during game play.

Key Terms: mood management theory, massively multi-player online games (MMOG), World of Warcraft, optimal arousal zone (OAZ), mood scale, WrisTech monitor.

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