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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The Effects of Video Game Difficulty Selection on Flow Experience

Buncher, Michael W. 14 May 2013 (has links)
No description available.
2

Emotions and Entertainment: Finding Private Ryan's Success

Wang, Curtis 01 January 2013 (has links)
This investigation proposes to employ the use of the mood management theory to examine the role of emotions in the entertainment experience, and how the emotions an audience member experiences while watching a movie can influence their overall ratings of it. Researchers will separate the components of the mood management theory into two experiments: one to explore how the difference in the experience of positive and negative affect influences audience ratings and the other to explore how the degree to which an individual experiences positive emotion influences their ratings for a movie. Using two movies of differing quality, researchers will measure the experience of emotion in participants and examine how it influences their ratings of the movie they watched. Researchers should expect to find significantly higher results across the board from participants who watched the movie Argo, which would indicate that higher quality movies adhere to the mood management theory in that they elicit both more instances of positive affect than negative affect and stronger emotional experiences in audience members.
3

iPod, You-pod, We All Pod For Stress Relief:An Investigation of Mood-Management Through Digital Portable Music Players.

Bolt, Jeffrey M. 05 April 2016 (has links)
No description available.
4

The Chosen One: A Q-Method Analysis of the “€œHarry Potter”€ Phenomenon

Phippen, Cindy 01 March 2015 (has links) (PDF)
This study examines how pop culture fandoms are formed, based on five communications theories: Escapism, Mood Management, Parasocial Relationships, Identification, and Social Capital. The researcher examined the Harry Potter fandom specifically because of its global pervasiveness. Using Q Methodology, 47 respondents fell into one of four categories: Relationship Experts, Happy Introverts, Identifying Isolationists, and Isolated Self-regulators. Relationship Experts like Harry Potter because of parasocial relationships with the characters as well as the story's capacity for escapism, and Happy Introverts focus on liking Harry Potter for their own enjoyment (not that of others) and mood management. Identifying Isolationists like Harry Potter because they identify with the characters and enjoy discussing the books with those around them, while Isolated Self-regulators do not have any parasocial relationships and focus on the books' mood management capacity. It is interesting to note that Escapism played a supporting (but never leading) role in each of these Factors. All respondents agree that Harry Potter has been, and will continue to be, an important part of their lives. It is hoped that this conclusion can form the foundation of future popular culture studies.
5

The Impact of Casual Videogames on Competency, Autonomy, and Mood State

Samantha Belle Franklin (11181777) 27 July 2021 (has links)
Videogames have been historically known for causing negative mood states in players, but there is still more research to be done about the potential for videogames to alleviate these induced negative mood states. Using an online repeated measures survey design, participants were asked to play a game with an impossible difficulty curve unbeknownst to them. They were then instructed to play one of three casual videogames (CVGs). It was hypothesized that increased levels of competency and autonomy would lead to a decrease in participants’ negative mood state as per Self-Determination Theory. In addition, the act of playing CVGs was also predicted to decrease participants’ negative mood state as per Mood Management Theory. To test for this, participants were asked questions regarding their feelings of competency, autonomy, and overall mood state throughout the experiment. Support was not found for competency and autonomy helping alleviate negative mood states, but support was found for CVGs and their healing potential towards negative mood states. The implications of these results as well as the potential for future research is discussed.
6

從正負向情緒解釋框架效應:對情緒管理理論與情緒壓抑效果的驗證

王悄竹 Unknown Date (has links)
本論文主要從情緒解釋框架效應,由情緒管理理論(Mood management theory)、情緒壓抑效果(Dampening effect)解釋框架效應,並利用問卷驗證兩理論之正確性。情緒管理理論認為:在正向框架下,受試為了保持好心情,選擇能保持好心情的確定選項;在負向框架下,受試為了逃離負向情緒,選擇有機會沒有人損失的風險選項。而情緒壓抑效果則認為:受試會對不確定選項會有一個情緒的壓抑效果,因此在正向框架下,受試對風險選項的正向情緒較低,因此選擇確定選項;負向框架下,受試對風險選項的負向情緒較低,因此選擇風險選項。另外,對於過去文獻中顯現人們對亞洲疾病問題比賭局問題要來的風險追逐的現象,情緒管理理論比情緒壓抑效果更能由情緒的角度提供解釋。情緒管理理論預期受試面對賭局問題比亞洲疾病問題,在正向框架下的正向情緒較高,在負向框架下的負向情緒較低。情緒壓抑效果預期受試在正向框架下,對於確定選項有較高的正向情緒,因此選擇確定選項;面對負向框架,對於不確定選項有較低的負向情緒,因此選擇不確定選項。本文採用問卷的方式,在實驗一與實驗二中,對於上述的理論作檢驗,結果支持情緒管理理論的預測,情緒壓抑效果僅獲得部分支持。本文除了對於過去框架效應的相關文章作一統整外,對於框架效應的發生提供一個情緒解釋基礎,並使用情緒管理理論驗證並支持之。
7

The BookTube/BookTok Phenomenon: Analyzing Reading Habits of Young Readers in the Digital Age

James, Grace E. January 2022 (has links)
No description available.
8

Social Media for Well-Being: A Mixed Method Approach to Examine the Use of SocialSupport and Mood Management

Zaher, Zulfia 13 July 2018 (has links)
No description available.
9

Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games

Camarata, Joseph 01 May 2017 (has links)
This research aims to fill a research gap by examining video games to explore whether gender, age, or hours played per week would exert any influence on the information of those who may or may not play video games. Mood Management Theory and Uses and Gratification Theory were used as the theoretical foundation for this study. Four-hundred-three East Tennessee State University students who received the survey via email were asked to voluntarily participate in a survey about their motivations behind playing video games. Results from MANOVA showed that the motivations of male participants on video games were significantly higher than were female participants on video games. Moreover, those who claimed to play five or more hours of video games per week were significantly higher than those who claimed to play zero hours per week.

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