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Exploring Mood Management via Exposure to a Massively Multi-Player Online Game

This research explored video games in the context of mood management. Specifically, the goal was to determine if playing a massively multi-player online game (MMOG) would allow respondents in varied mood states to achieve or perpetuate an optimal level of arousal during game play. The MMOG chosen was World of Warcraft. A total of 63 males and 18 females participated in the research. The study involved a short-term field experiment in which the respondents' moods were manipulated prior to game exposure. Three groups comprised the research (boredom induced group, stress induced group, and a control group). An experimental mood scale based on absolute values (2 = bored, 1 = sort of bored, 0 = feel good, 1 = sort of stressed, 2 = stressed) collected data on self-reported mood states during game-play as a method to determine levels of arousal. The means of the mood scale were compared to the optimal arousal zone (OAZ) in which a mean score of .50 or less was considered within the zone. A WrisTech monitor collected cardiovascular measurements as an additional method to determine arousal levels. The mood and cardiovascular measurements were collected in 5-minute intervals across 30-minutes of game-play. The calculations of a one-way repeated measures analysis of variance (ORM-ANOVA) found significant results to support the main hypothesis and answering the primary research question stating that mood state would improve as a result of being exposed to game-play for a 10-minute and 30-minute time frame. Additionally, a favorable outcome was found for the hypotheses and research questions that involved a reduction in stress based on a decrease in cardiovascular reactivity during game play. Key Terms: mood management theory, massively multi-player online games (MMOG), World of Warcraft, optimal arousal zone (OAZ), mood scale, WrisTech monitor. / A Dissertation Submitted to the Department of Communication in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy. / Spring Semester, 2008. / March 17, 2008. / Mood Management Theory, Massively Multi-Player Online Games (MMOG), World Of Warcraft, Optimal Arousal Zone (OAZ), Mood Scale, Wristech Monitor / Includes bibliographical references. / Arthur A. Raney, Professor Directing Thesis; Nancy Everhart, Outside Committee Member; Laura Arpan, Committee Member; John DuBard, Committee Member.

Identiferoai:union.ndltd.org:fsu.edu/oai:fsu.digital.flvc.org:fsu_180428
ContributorsMulligan, Mark, 1960- (authoraut), Raney, Arthur A. (professor directing thesis), Everhart, Nancy (outside committee member), Arpan, Laura (committee member), DuBard, John (committee member), School of Communication (degree granting department), Florida State University (degree granting institution)
PublisherFlorida State University, Florida State University
Source SetsFlorida State University
LanguageEnglish, English
Detected LanguageEnglish
TypeText, text
Format1 online resource, computer, application/pdf
RightsThis Item is protected by copyright and/or related rights. You are free to use this Item in any way that is permitted by the copyright and related rights legislation that applies to your use. For other uses you need to obtain permission from the rights-holder(s). The copyright in theses and dissertations completed at Florida State University is held by the students who author them.

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