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Title page for ETD etd-04122010-131230


Type of Document Dissertation
Author Chen, Yen-Shen
Author's Email Address yc06@fsu.edu
URN etd-04122010-131230
Title Emotion Management And Highly Interactivity video Games: Examining Emotion Change In Relation To Arousal, Involvement, And Enjoyment
Degree Doctor of Philosophy
Department Communication, School of; Communication Science and Disorders, School of; and the Library and Inform
Advisory Committee
Advisor Name Title
Arther A, Raney Committee Chair
Gary R. Heald Committee Member
Laura Arpan Committee Member
Christine Readdick University Representative
Keywords
  • Arousal
  • Interactivity
  • Mood and Emotion
  • Mood Management Theory
  • Video Game
  • Involvement
  • Enjoyment
Date of Defense 2010-04-02
Availability unrestricted
Abstract
The purposes of this study were to examine the role of interactivity within video games on the emotion change process, and the association among enjoyment, arousal, involvement and emotion change. The researcher predicted that highly interactive video game players would experience more arousal, involvement and enjoyment than low interactive video game players, and thus a greater emotion management effect would be found with the highly interactive video game than the low interactive video game. Furthermore, enjoyment would be associated with involvement and arousal in the highly interactive video game condition. Gaming performance was assumed to be correlated with enjoyment and emotion change. The participants were recruited for several undergraduate classes at FSU, and randomly assigned to one of the three interactivity conditions (Wii gaming, Flash gaming, and DVD watching).

The results demonstrated that 1) interactivity within video games influences the overall emotion management effect, 2) only highly interactive video gamers can simultaneously increase positive affects and decrease negative affects, 3) highly interactive video games produce the greatest arousal, involvement and enjoyment out of the three conditions, 4) two affect-related components, arousal and involvement are correlated with an increase in positive affect, 5) enjoyment is correlated with an increase in positive affect, 6) enjoyment is correlated with arousal, involvement and gaming performance, and 7) gaming performance is correlated with a change in both positive and negative affect.

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