The Role of Emotions in Esports Performance

EMOTION(2022)

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摘要
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.
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关键词
pleasant emotions, approach motivation, challenge and threat, enthusiasm, psychophysiology
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