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Video Game Play and Motivation: Variation in Appetitive and Aversive Motivational System Activation as a Function of Virtual Threat Level

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dc.contributor.advisor Lang, Annie en_US
dc.contributor.author Park, Byungho en_US
dc.date.accessioned 2010-06-01T22:00:38Z
dc.date.available 2027-02-01T23:00:38Z
dc.date.available 2010-06-11T05:38:40Z
dc.date.issued 2010-06-01T22:00:38Z
dc.date.submitted 2006 en_US
dc.identifier.uri http://hdl.handle.net/2022/7547
dc.description Thesis (PhD) - Indiana University, Mass Communications/Telecommunications, 2006 en_US
dc.description.abstract Video games are becoming more and more popular. As a medium, this popularity is bringing more attention to video games from politicians, media researchers and the rest of society. Though the topics of video game research have diversified over the past few years, the majority of studies focus on its users' violent behavior or aggression. This dissertation investigated the pattern of relative activation in the appetitive and aversive motivational systems during violent video game play as a function of the motivational relevance of the stimuli. This dissertation compared the pattern of physiological responses and secondary task reaction times, as well as self-reported emotional responses to different conditions during video game play. Based on the Limited Capacity Model of Motivated Mediated Message Processing (LC4MP), proposed by A. Lang (2006), a video game was created to elicit certain patterns of motivational system activation. Both physiological responses and self-reported emotions showed that positive components of the video game successfully activated participants' appetitive motivational system, and negative components successfully activated the aversive system. These different motivational conditions resulted in the different cognitive processing patterns predicted by LC4MP. Interestingly, the combination of both components did not simply lead to an increase in responses indicative of simultaneous appetitive and aversive system activation. Instead, each dependent variable tended to reflect one or the other of the motivational system's individual activation. Also, as predicted by LC4MP, individuals with different motivational traits (positivity offset and negativity bias) showed different motivational system activation patterns, which are linked with their emotional experience during gaming. Individual differences in positivity offset also had the expected effect on video game usage. The results provide data for motivated cognition in the context of video gaming, and insight for the video game industry on improving user experience. en_US
dc.language.iso EN en_US
dc.publisher [Bloomington, Ind.] : Indiana University en_US
dc.rights This work is licensed under the Creative Commons Attribution-Noncommercial 3.0 Unported License. en
dc.rights.uri http://creativecommons.org/licenses/by-nc/3.0/ en
dc.subject motivational trait en_US
dc.subject video game en_US
dc.subject motivational system en_US
dc.subject physiology en_US
dc.subject LC4MP en_US
dc.subject limited capacity model of motivated mediated message processing en_US
dc.subject.classification Mass Communications en_US
dc.title Video Game Play and Motivation: Variation in Appetitive and Aversive Motivational System Activation as a Function of Virtual Threat Level en_US
dc.type Doctoral Dissertation en_US


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This work is licensed under the Creative Commons Attribution-Noncommercial 3.0 Unported License. This work is licensed under the Creative Commons Attribution-Noncommercial 3.0 Unported License.

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