Literature DB >> 33119343

The role of emotions in esports performance.

Maciej Behnke1, James J Gross2, Lukasz D Kaczmarek1.   

Abstract

Emotions that differ on the approach-avoidance dimension are thought to have different functions. Based on the motivational dimensional model of affect, we expected high-approach tendency (and not valence) to facilitate sports performance in a gaming context. Moreover, we expected the influence of high-approach emotions on performance to be mediated by higher levels of cognitive and physiological challenge as an approach-related response. To test these hypotheses, 241 men completed 5 matches of a soccer video game FIFA 19. Before each match, approach tendencies and valence were experimentally manipulated by showing films that elicit amusement, enthusiasm, sadness, anger, and neutral states. Approach tendency, challenge/threat evaluations, cardiovascular responses, and game scores were recorded. After watching enthusiastic and amusing videos, gamers displayed stronger approach tendencies, and, in turn, improved performance, compared to negative emotions and neutral conditions. Moreover, enthusiasm produced a stronger approach tendency and promoted better performance than amusement. Elicitation of unpleasant emotions (anger and sadness) had no effect on approach tendencies or gaming-outcomes relative to the neutral conditions. Across all conditions, gamers with higher levels of cognitive and cardiovascular challenge achieved higher scores. These findings indicate that in a gaming context performance is enhanced by pleasant emotions with high-approach tendencies. (PsycInfo Database Record (c) 2022 APA, all rights reserved).

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Mesh:

Year:  2020        PMID: 33119343     DOI: 10.1037/emo0000903

Source DB:  PubMed          Journal:  Emotion        ISSN: 1528-3542


  4 in total

1.  How seasons, weather, and part of day influence baseline affective valence in laboratory research participants?

Authors:  Maciej Behnke; Hannah Overbye; Magdalena Pietruch; Lukasz D Kaczmarek
Journal:  PLoS One       Date:  2021-08-19       Impact factor: 3.240

2.  Head movement differs for positive and negative emotions in video recordings of sitting individuals.

Authors:  Maciej Behnke; Nadia Bianchi-Berthouze; Lukasz D Kaczmarek
Journal:  Sci Rep       Date:  2021-04-01       Impact factor: 4.379

3.  Emognition dataset: emotion recognition with self-reports, facial expressions, and physiology using wearables.

Authors:  Stanisław Saganowski; Joanna Komoszyńska; Maciej Behnke; Bartosz Perz; Dominika Kunc; Bartłomiej Klich; Łukasz D Kaczmarek; Przemysław Kazienko
Journal:  Sci Data       Date:  2022-04-07       Impact factor: 6.444

4.  Blunted cardiovascular reactivity may serve as an index of psychological task disengagement in the motivated performance situations.

Authors:  Maciej Behnke; Adrian Hase; Lukasz D Kaczmarek; Paul Freeman
Journal:  Sci Rep       Date:  2021-09-10       Impact factor: 4.379

  4 in total

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