Psychophysiological responses to emotion-antecedent appraisal of critical events in a computer game

1996 ◽  
Author(s):  
Rainer Banse ◽  
Alexandre Etter ◽  
Carien van Reekum ◽  
Klaus R. Scherer
2004 ◽  
Vol 18 (5) ◽  
pp. 663-688 ◽  
Author(s):  
Carien van Reekum ◽  
Tom Johnstone ◽  
Rainer Banse ◽  
Alexandre Etter ◽  
Thomas Wehrle ◽  
...  

2010 ◽  
Vol 24 (3) ◽  
pp. 186-197 ◽  
Author(s):  
Sandra J. E. Langeslag ◽  
Jan W. Van Strien

It has been suggested that emotion regulation improves with aging. Here, we investigated age differences in emotion regulation by studying modulation of the late positive potential (LPP) by emotion regulation instructions. The electroencephalogram of younger (18–26 years) and older (60–77 years) adults was recorded while they viewed neutral, unpleasant, and pleasant pictures and while they were instructed to increase or decrease the feelings that the emotional pictures elicited. The LPP was enhanced when participants were instructed to increase their emotions. No age differences were observed in this emotion regulation effect, suggesting that emotion regulation abilities are unaffected by aging. This contradicts studies that measured emotion regulation by self-report, yet accords with studies that measured emotion regulation by means of facial expressions or psychophysiological responses. More research is needed to resolve the apparent discrepancy between subjective self-report and objective psychophysiological measures.


Author(s):  
Leonard Reinecke ◽  
Sabine Trepte

Abstract. This quasi-experimental study examined the effects of exposure to a computer game on arousal and subsequent task performance. After inducing a state of low arousal, participants were assigned to experimental or control conditions via self-selection. Members of the experimental group played a computer game for five minutes; subjects in the control group spent the same amount of time awaiting further instructions. Participants who were exposed to the computer game showed significantly higher levels of arousal and performed significantly better on a subsequent cognitive task. The pattern of results was not influenced by the participants' prior experience with the game. The findings indicate that mood-management processes associated with personal media use at the workplace go beyond the alteration of arousal and affect subsequent cognitive performance.


2005 ◽  
Author(s):  
Nicholas Ladany ◽  
Myrna L. Friedlander ◽  
Mary Lee Nelson

Author(s):  
Xiaowen Fang ◽  
Susy Chan ◽  
Jacek Brzezinski ◽  
Chitra Nair
Keyword(s):  

2020 ◽  
Vol 91 (10) ◽  
pp. 785-789
Author(s):  
Dongqing Wen ◽  
Lei Tu ◽  
Guiyou Wang ◽  
Zhao Gu ◽  
Weiru Shi ◽  
...  

INTRODUCTION: We compared the physiological responses, psychomotor performances, and hypoxia symptoms between 7000 m and 7500 m (23,000 and 24,600 ft) exposure to develop a safer hypoxia training protocol.METHODS: In altitude chamber, 66 male pilots were exposed to 7000 and 7500 m. Heart rate and arterial oxygen saturation were continuously monitored. Psychomotor performance was assessed using the computational task. The hypoxic symptoms were investigated by a questionnaire.RESULTS: The mean duration time of hypoxia was 323.0 56.5 s at 7000 m and 218.2 63.3 s at 7500 m. The 6-min hypoxia training was completed by 57.6% of the pilots and 6.1% of the pilots at 7000 m and at 7500 m, respectively. There were no significant differences in pilots heart rates and psychomotor performance between the two exposures. The Spo2 response at 7500 m was slightly severer than that at 7000 m. During the 7000 m exposure, pilots experienced almost the same symptoms and similar frequency order as those during the 7500 m exposure.CONCLUSIONS: There were concordant symptoms, psychomotor performance, and very similar physiological responses between 7000 m and 7500 m during hypoxia training. The results indicated that 7000-m hypoxia awareness training might be an alternative to 7500-m hypoxia training with lower DCS risk and longer experience time.Wen D, Tu L, Wang G, Gu Z, Shi W, Liu X. Psychophysiological responses of pilots in hypoxia training at 7000 and 7500 m. Aerosp Med Hum Perform. 2020; 91(10):785789.


2014 ◽  
Vol 13 (8) ◽  
pp. 4760-4766
Author(s):  
Sachchida Nand Prasad

This paper presents a design case study of SIDES: Design Interfaces to Develop Effective Public Efficiency. SIDES is a tool designed to help adolescents in Public group therapy, specifically individuals with Asperser’s Syndrome, practice effective group work efficiency using a four-player cooperative computer game that runs on computer games technology. We are represent the design process and evaluation of SIDES conducted over a period of six months with a middle school Public group therapy class. Our findings indicate that   computer games   are a motivating and supported tool for effective group work among. My target population and reveal different design lessons to inform the development of similar systems.


2007 ◽  
Vol 12 (1) ◽  
pp. 31-34
Author(s):  
Courtney M. Roberts ◽  
Katherine M. Hoetzl

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