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Stressful Gaming, Interoceptive Awareness, and Emotion Regulation Tendencies: A Novel Approach

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  • Trimbos Institute / Utrecht University

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Abstract Healthy emotion regulation is crucial for navigating stressful situations. Interoceptive awareness-the awareness of one's internal states-is important for such healthy regulation. Given the propensity for video games to induce stress, the associations between in-game and real world emotion regulation strategies during duress are worth exploring. We therefore present a method for measuring the interoceptive awareness of negative affect during stressful video game play, and investigate whether individual differences in this ability relate to emotion regulation strategies. Twenty-six proficient video game players were recruited to play a session of the video game Starcraft II in the lab. Players' physiological and subjective states of in-game negative arousal were measured consecutively. A comparison of these measures was used to calculate players' interoceptive awareness of real time in-game arousal. The relation between interoceptive awareness and a suite of emotion regulation strategies was then investigated. We observed a positive relation between in-game interoceptive awareness and the self-reported tendency to actively seek a resolution to negative affect. A positive trend was also observed between interoceptive awareness and the self-reported tendency to seek instrumental social support. Findings are discussed in terms of the relative effectiveness of different emotion regulation strategies for aiding in-game success. We further discuss the benefits and limitations of this pilot testing. In all, we hope to inspire future research into the associations between in-game arousal and emotion regulation strategies used in everyday life.
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Stressful Gaming, Interoceptive Awareness,
and Emotion Regulation Tendencies:
A Novel Approach
Adam Lobel, MSc, Isabela Granic, PhD, and Rutger C.M.E. Engels, PhD
Abstract
Healthy emotion regulation is crucial for navigating stressful situations. Interoceptive awareness—the aware-
ness of one’s internal states—is important for such healthy regulation. Given the propensity for video games to
induce stress, the associations between in-game and real world emotion regulation strategies during duress are
worth exploring. We therefore present a method for measuring the interoceptive awareness of negative affect
during stressful video game play, and investigate whether individual differences in this ability relate to emotion
regulation strategies. Twenty-six proficient video game players were recruited to play a session of the video
game Starcraft II in the lab. Players’ physiological and subjective states of in-game negative arousal were
measured consecutively. A comparison of these measures was used to calculate players’ interoceptive awareness
of real time in-game arousal. The relation between interoceptive awareness and a suite of emotion regulation
strategies was then investigated. We observed a positive relation between in-game interoceptive awareness and
the self-reported tendency to actively seek a resolution to negative affect. A positive trend was also observed
between interoceptive awareness and the self-reported tendency to seek instrumental social support. Findings
are discussed in terms of the relative effectiveness of different emotion regulation strategies for aiding in-game
success. We further discuss the benefits and limitations of this pilot testing. In all, we hope to inspire future
research into the associations between in-game arousal and emotion regulation strategies used in everyday life.
Introduction
Video game playing is laden with anxiety, frustration,
and anger.
1–4
These stressful experiences are often inte-
gral in order for a game to feel challenging, indicative that
video games may implicitly encourage players to manage and
relieve their stress during goal pursuit. Video games may
therefore provide a safe context for the development of heal-
thy emotion regulation to the extent that they reward players
for successfully down-regulating their negative affective
states.
5
Thus, the extensive amount of time spent playing
video games, and their potential to promote the down-
regulation of negative affect makes it worthwhile to investi-
gate the associations between in-game and real world
responses to negative emotional arousal.
The present study builds upon the emotion regulation
benefits of interoceptive awareness. Interoceptive awareness
describes how aware one is of his or her internal physiological
state.
6
Greater interoceptive awareness provides better
awareness of internal emotional states because physiological
sensations mark, and perhaps underlie, the experience of
emotion.
7,8
Thus, heightened emotional awareness allows for
more effective emotion regulation.
9,10
For instance, when
asked to observe emotionally evocative stimuli, individuals
trained to be more aware of their internal states showed,
compared to control subjects, greater consistency between
self-reported and physiological indicators of affect.
8
Inter-
oceptive awareness is also positively related with the ability
to down-regulate negative affect,
11
and negatively related to
alexithymia, the inability to identify subjective experiences of
emotions.
12
We investigated whether the ability to recognize negative
affective states during gameplay is related to healthy emotion
regulation strategies more generally. To determine this, we
adapted a methodology developed by Gottman and Le-
venson.
13,14
In this approach, people were videotaped while
engaging in an emotionally charged conversation. The tapes
were then played back, and people were asked to use an
affect rating dial
15
to rate, moment to moment, how nega-
tively aroused they felt over the course of the conversation. In
our study, skilled video game players were invited to our lab
to play a competitive online video game. Each player’s
Behavioural Science Institute, Radboud University, Nijmegen, The Netherlands.
CYBERPSYCHOLOGY,BEHAVIOR,AND SOCIAL NETWORKING
Volume 17, Number 4, 2014
ªMary Ann Liebert, Inc.
DOI: 10.1089/cyber.2013.0296
222
competitive match was recorded and presented to the par-
ticipant who used the dial while observing the match they
had just played. Each participant’s moment-to-moment per-
ceptions of negative emotional arousal were compared with
the participant’s actual in-game emotional arousal, based on
heart rate. Importantly, heart rate has been shown to be
positively associated with anxiety in general
16
and specifi-
cally with in-game tension and negative affect.
17
Further, we
selected a notoriously stressful video game for study. We
hypothesized that participants who were more accurate in
perceiving in-game changes in negative arousal would show
healthier emotion regulation tendencies outside the gaming
context.
Six emotion regulation strategies were examined, each
corresponding to a strategy described in a recent meta-
analysis.
18
Healthy emotion regulation tendencies include
problem solving, acceptance, and reappraisal. Problem solv-
ing can involve instrumental and emotional support seeking,
as well as direct attempts to resolve stress. Acceptance refers
to the nonjudgmental recognition of negative affect.
19
Re-
appraisal refers to patterns of thought that alter the way one
views (the consequences of) an event. These positive strate-
gies are associated with healthy functioning and effective
decreases in negative affective states.
18
Unhealthy emotion regulation tendencies, on the other
hand, include withdrawal, rumination, and suppression.
Withdrawal involves avoiding a source of negative affect.
Rumination refers to thinking repeatedly about negative af-
fect and situations, and excessive worrying.
20
Suppression
refers to patterns of thought or action that dull the intensity of
an emotional experience.
21
These negative strategies are as-
sociated with maladaptive functioning (e.g., depression) and
even the exacerbation of negative affective states.
18
Given the
regulatory benefits of interoceptive awareness, we expected
greater interoceptive awareness of in-game negative arousal
to be associated with more self-reported use of healthy and
less use of unhealthy emotion regulation strategies.
Method
Participants
Twenty-six male university students (age M=24.51 years,
SD =2.57 years) participated in exchange for a chance to
win video game–related prizes. Participants were recruited
through a local video game tournament (Nijmegen Student
Starcraft League, 2012). This sample was chosen because
(a) they were proficient gamers, and (b) the tournament’s
focal game—Starcraft II: Wings of Liberty—is notorious
for producing negative affective states, particularly anxiety.
The study was approved by the Behavioural Science In-
stitute’s ethical committee, and informed consent forms
were collected.
Procedure
Participants indicated their interest for being a part of the
study via an online emotion regulation questionnaire. In in-
dividualized lab sessions, participants watched a relaxing
film clip (3 minutes from the opening of Baraka
22
; participants
were told to watch the screen and breath normally), played a
competitive match of Starcraft II (duration M=15 minutes 1.8
second; SD =4 minutes 22.8 seconds), and immediately
thereafter viewed the match’s replay. Base heart rate was
calculated during the film clip. Replays were exact recreations
of the match, forcing players to observe their own in-game
actions. During the replay, participants used an affect rating
dial to provide continuous, retrospective ratings of their in-
game negative affect. Players were briefed on these proce-
dures beforehand.
Starcraft II is an ideal game for investigating players’ in-
teroceptive awareness of in-game negative affective states.
Played worldwide, it is among the most popular profes-
sionally played video games today.
23
Starcraft II’s primary
mode of play situates two players as overseers of a virtual
map where they each command their units—analogous to the
pieces on a chess board—to procure resources, use those re-
sources to construct an army, and defeat the army of the
opposing player. This mode generates frustration and anxiety
in at least three ways: First, players are blind to the actions of
their opponents. Players can only see what occurs in the map
areas that they control, forcing players to outthink their op-
ponent without being sure of the other’s tactics. Second, it is
inherently competitive. Players are paired against opponents
of comparable skill, thereby maintaining high engagement
and challenge. Finally, Starcraft II players are publically
ranked in skill based on their success/failure in competitive
matches they play against strangers. This public ranking
system is widely considered among players to produce stress,
termed ‘‘ladder anxiety.’
24
Measures
Emotion regulation questionnaire. Five subscales of the
COPE,
25
the Ruminative Response Scale (RRS; a subscale of
the Response Style Questionnaire
26
), and the Emotion Reg-
ulation Questionnaire (ERQ)
21
comprised the online emotion
regulation questionnaire.
The COPE subscales (4 items; 5-point Likert scale, ‘‘I usu-
ally don’t do this at all’’ to ‘‘I usually do this a lot’’) measured
the frequency with which participants manage stressful sit-
uations through (a) three forms of problem solving, namely,
seeking instrumental social support (‘‘I try to get advice from
someone about what to do’’; a=0.90), seeking emotional so-
cial support (‘‘I try to get emotional support from friends or
relatives’’; a=0.89), and actively seeking a resolution (‘‘I take
additional action to try to get rid of the problem’’; a=0.74); (b)
withdrawal (‘‘I admit to myself that I can’t deal with it, and
quit trying’’; a=0.82), and (c) acceptance (‘‘I accept that this
has happened, and that it can’t be changed’’; a=0.85).
The RRS (22 items; 4-point Likert scale, ‘‘almost never’’ to
‘‘almost always’’) measured the frequency with which par-
ticipants engaged in ruminative thinking (‘‘Think about
shortcomings, failings, faults, mistakes’’; a=0.82).
The ERQ (7-point Likert scale, ‘‘strongly disagree’’ to
‘‘strongly agree’’) measured the extent to which participants
regulate their emotions through (a) reappraisal (6 items; ‘‘I
control my emotions by changing the way I think about the
situation I’m in’’; a=0.83); and (b) suppression (4 items; ‘‘I
control my emotions by not expressing them’’; a=0.69).
Heart rate. Electrocardiography (ECG) was recorded
using a 2-Lead system configured to a BioPac MP30, sampled
at 500 Hz with AcqKnowledge. Electrodes were placed 2 cm
below the clavicle and 2 cm medially from the anterior medial
GAMING AND EMOTION REGULATION 223
edge of the deltoid, and the other, half the distance between
the final rib and the superior iliac crest.
Affect rating dial. The dial’s signal (range -4to +4 volts)
was sent to the BioPac MP30 system and was sampled by
AcqKnowledge at 200 Hz.
Data preparations
ECG data from the baseline and game sessions were
transformed using a 2 Hz High Pass Filter. Heart rate was
then calculated in beats per minute, and manually cleaned of
artifacts. Participants’ heart rate time series were resampled
to a rate of 2 Hz, and a 3 second Gaussian window was used
to smooth the data. To control for individual differences in
baseline heart rate, a time series representing in-game percent
change in heart rate was calculated for each participant. This
time series (hereafter referred to as HR) represents the percent
change in heart rate from each participant’s baseline every
500 milliseconds.
The dial ratings were also resampled to a rate of 2 Hz, and
were smoothed using a 3 second Gaussian window (hereafter
referred to as DIAL).
Analytic strategy
Interoceptive awareness was calculated based on differ-
ences between the change in HR and the change in DIAL
along a sliding window. Figure 1 depicts a screenshot from
a player’s game. The screenshot is overlaid with an image
of the participant’s face, the HR and DIAL values from a
50 second segment of the game, during which this screenshot
occurred. Figure 2 depicts the HR and DIAL time series and
the interoceptive awareness score of two participants.
HR values were standardized. Each participant’s HR was
rescaled to match the dial rating’s scaling. The rescaled HR
FIG. 1. Screenshot of in-game session.
Legend, graph, participant’s face, and
numbers are laid over the original
screenshot. HR, percent change in
participant’s heart rate; DIAL, negative
emotional arousal self-reported while
watching a replay of the game. HR, DIAL,
and participant’s photograph are all taken
from the same 50 second portion of
gameplay from which the screenshot was
extracted. Participant consented to use of his
photograph.
FIG. 2. HR and DIAL from two participants’ full sessions. HR, percent change in participant’s heart rate; DIAL, negative
emotional arousal self-reported while watching a replay of the game; IA, interoceptive awareness score.
224 LOBEL ET AL.
and the DIAL were each segmented into 10 second epochs
with a 5 second overlap. For each pair of epochs, the value at
the beginning of the 10 second epoch was subtracted from the
value at the end of the epoch, rendering a difference score for
both the rescaled HR and the DIAL epochs. The absolute
value of the difference between these difference scores rep-
resents the discrepancy between actual and perceived change
in negative affect over each 10 second period. Interoceptive
awareness was estimated by calculating the mean discrep-
ancy between these measures across all epochs. Thus, higher
values indicated greater discrepancy between actual and
perceived change in negative affect and therefore poorer in-
teroceptive awareness. For ease of interpretation, we multi-
plied this value by -1, making higher values indicative of
better interoceptive awareness. Ten seconds was chosen as an
appropriate epoch duration based on previous studies,
8,27
and
because we expected a 5–10 second lag between actual and
perceived changes in negative affect as a result of participants
having to process the affective significance of the in-game
events that were unfolding during the dial rating session.
Results
To determine whether participants were on average able to
use the dial correctly to indicate their negative affect, each
participant’s HR was correlated with their DIAL. This cor-
relation was significant ( pp0.05) for all 26 participants (al-
though negative in two cases), and a ttest confirmed that the
average correlation was different from 0 (mean r=0.327,
t(25) =7.67, p<0.001). Table 1 presents the means and stan-
dard deviations for interoceptive awareness and the emotion
regulation questionnaires.
Table 2 presents these correlations and their associated
pvalues. As hypothesized, interoceptive awareness was sig-
nificantly positively related to actively seeking a resolution,
and the relation between interoceptive awareness and seek-
ing instrumental social support showed a positive trend
(pp0.10). Other correlations were not significant.
Discussion
The emotion regulation benefits of interoceptive awareness
provided the theoretical
9
and empirical
11,12
impetus for the
present study. Our primary goal was to determine whether
the interoceptive awareness of in-game negative affective
states might be indicative of emotion regulation strategies.
On self-reported emotion regulation measures, we expected
interoceptive awareness of negative in-game affect to be re-
lated to healthier reactivity to real world stress. Only the re-
lationship between interoceptive awareness and actively
seeking a resolution was significant. The relationship be-
tween interoceptive awareness and seeking instrumental
support showed a trend in the hypothesized direction.
These findings indicate that interoceptive awareness of
negative affect during stressful game play may be uniquely
related to regulatory strategies that are more problem fo-
cused than emotion focused (see Folkman and Lazarus
28
),
and that are relevant for in-game success. In games such as
Starcraft II, negative emotional arousal during game play is a
direct consequence of a player’s in-game choices. Win–lose
states are clearly linked to the decisions players make of
which resources they procure, how they invest their re-
sources, and how they manage offensive rallies against their
opponents. To prevent future negative emotional arousal,
players must therefore learn how to make better in-game
decisions. It is therefore logical that recognizing negative
emotional arousal in these contexts would relate to emotion
regulation strategies that are action and problem solving
focused, and which lead to improvements in in-game per-
formance.
Albeit speculative, this reasoning may also account for
why the other emotion regulation strategies measured in this
study showed no association with interoceptive awareness.
Regarding other healthy emotion regulations strategies,
seeking emotional social support—such as comfort—does not
seem to be an effective strategy for relieving in-game stress.
Likewise, acceptance would prove maladaptive should it
constitute ‘‘giving up,’
29
and withdrawal is antithetical to the
game’s core goal—to engage and defeat one’s opponent. Fi-
nally, rumination and reappraisals are likely to be too cog-
nitively demanding for players to engage in during such fast
paced games as Starcraft II. As player’s attention is most de-
manded for making the best in-game decisions as quickly as
possible, in-game negative affect is not likely to inspire
players to halt and re-examine (the reasons for) their negative
Table 1. Means and Standard Deviations
Variable IA SIS
1
SES
1
ACT
1
ACC
1
REAPP
3
WIT
1
RUM
2
SUP
3
Mean 1.11 2.39 2.16 2.73 2.48 4.53 1.51 2.00 3.55
SD 0.22 0.77 0.71 0.53 0.71 1.16 1.67 0.42 0.89
Note. All scores based on mean score.
1
5-point scale;
2
4-point scale;
3
7-point scale.
IA, interoceptive awareness; SIS, seek instrumental social support; SES, seek emotional social support; ACT, seek active resolution; ACC,
acceptance; REAPP, reappraise; WIT, withdrawal; RUM, rumination; SUP, suppression.
Table 2. Correlations: Interoceptive Awareness and Emotion Regulation
SIS SES ACT ACC REAPP WIT RUM SUP
r=0.335 r=-0.181 r=0.513 r=0.170 r=0.230 r=-0.244 r=0.076 r=0.117
p=0.095 p=0.377 p=0.007 p=0.407 p=0.259 p=0.229 p=0.713 p=0.568
GAMING AND EMOTION REGULATION 225
state. Our results therefore seem to indicate that player’s in-
teroceptive awareness of in-game negative affect may be
specifically related to problem-focused strategies that are
relevant to in-game success.
Methodological contribution
One of the main goals of the current paper was to introduce
an innovative methodology to study the associations between
in-game and everyday emotion regulation strategies. In light
of our small sample size, we consider our findings a prom-
ising first step. Our findings support the possibility that
particular emotion regulation skills may be engaged and even
trained during stressful video game play.
The method employed in this study seems promising for
diverse avenues of future research. First, this method may be
tested with other video games, particularly those in which
more cognitive and emotion focused regulatory strategies are
promoted. Such studies could help determine whether in-
game interoceptive awareness specifically relates to emotion
regulation strategies that are contextually relevant. Second,
longitudinal research is critical to conduct in order to under-
stand the causal link better (if there is one) between in-game
interoceptive awareness and emotion regulation skills. It may
be worthwhile to identify video games that implicitly promote
interoceptive awareness and to track whether such games lead
to improvements in in-game success and in everyday emotion
regulation skills. Lastly, as this study only included self-report
measures, future research would benefit significantly from
using behavioral measures of emotion regulation. These sug-
gestions highlight this study’s limitations. The correlational
design makes it impossible to determine whether overcoming
in-game experiences of negative affect is beneficial for man-
aging everyday experiences of stress and negative affect.
Second, recall and social desirability biases somewhat impugn
the validity of self-report measures.
Video game playing has become ubiquitous. Researchers
have only begun to investigate the relationships between in-
game emotional states, the regulation of those states, and
individuals’ patterns of emotional reactivity in everyday life.
The method we presented here is unobtrusive, easy to im-
plement, engaging for participants, and shows promise. It
seems likely that the relevance of research into gaming and
emotion regulation will only increase as gaming technology
evolves. For instance, the recently released Xbox One’s Kinect
is designed to detect heart rate and facial expressions,
30
al-
lowing designers to construct games where players’ emo-
tional reactions dynamically interact with the game space.
This will allow emotion regulation to become an explicit
component of game play. In this line, our hope is that this
study provides a springboard from which more in-depth re-
search can be conducted into the role of video game play and
(the development of) emotion regulation tendencies.
Author Disclosure Statement
No competing financial interests exist.
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Adam Lobel
Radboud University
Montessorilaan 3
6525HR Nijmegen
The Netherlands
E-mail: a.lobel@pwo.ru.nl
GAMING AND EMOTION REGULATION 227
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... Evidence suggests that engaging in the fictitious scenarios of video games requires persistence and emotional regulation to master the game [21]. By playing, players can explore dangerous environments with themes of devastation, pain, and death, sometimes with a high level of realism, and this can form a certain level of preparedness in coping with difficult real-life situations in the future [40], such as those experienced during the pandemic. ...
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During the COVID-19 pandemic, video game playing increased exponentially. The question if playing could offer benefits to cope with the pandemic stressors emerged. This study compares how non-players and players who may or may not re-experience (e.g., seeing, hearing) game content after playing [i.e., Game Transfer Phenomena (GTP)] cope with the pandemic stressors, emotion regulation and resilience. It also examines the impact of GTP on the perception of self and the world. A total of 567 completed a survey (59.6% male, MeanAge = 28.55). The measures include emotional regulation (ERC), resilience to stress (BRCS) and fear of contamination (PI). No differences between players and non-players on ERC, BRCS and PI were found. Players with moderate GTP levels were more likely to report contamination fears and show preventive COVID coping behaviours. The positive impact of GTP was associated with high resilience and cognitive reappraisal as an emotion regulation strategy. The results suggest that attention should be paid to players who experience GTP more frequently and with a negative impact. Maladaptive coping styles can exacerbate distress from GTP and situational stressors. Identifying methods of protecting vulnerable individuals from these psychological burdens can guide interventions and mitigate consequences in similar situations.
... The integral emotion of UG became the incidental emotion of the players for the subsequent TG and DG interactions, which were designed with positive speech polarity and positive outcomes of the interaction which were expected to induce positive integral emotions in the players and in this case, it the most dominant emotion was Happiness, however, Fear was the second most dominant emotional response. This, for TG, could be attributed to the fact that the interaction polarity prior to that (UG) was negative and so the player was weary of trusting another NPC in the game and for DG, since it involved forgoing some in-game resources from the player, such interactions are bound to produce some levels of stress in player [180]. Finally, the dominant integral emotional responses for the PDG interactions were also expected as betrayal in PDG was expected to elicit high levels of negative emotions, which in this case were Anger, Sadness and Disgust. ...
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There is a growing body of research in the literature that investigates the relationship between emotions and decision-making in socio-economic contexts. Previous research has used Serious Games (SGs) based on game theory paradigms with socio-economic contexts to explore this relationship in controlled settings, but it is unclear whether such SGs can be applied in the wild, which would improve their usability in natural settings. The emergence and widespread availability of mobile computing technologies have enabled the creation of diverse SG implementations. We developed a mobile SG that combines four socio-economic interactions (trust game, ultimatum game, dictator game, prisoner’s dilemma game) into one narrative and conducted an initial experiment with eight participants. This study discusses the challenges of deploying SGs in the wild and proposes solutions to overcome them. The results from the preliminary user experience experiment indicate that the SG is a suitable tool for emotion elicitation in the wild and that the results are similar to those observed in previous studies under controlled environments. We argue that these findings suggest that mobile SGs have potential for studying the relationship between emotions and decision-making in socio-economic contexts in the wild, improving the reach of these methods beyond laboratory settings.
... IA involves recognizing one's physiological state and understanding internal sensations [28,72,84]. It has the potential to help people regulate their negative emotions, which will help improve their emotional regulation [26,67,74,82]. It requires a person to be self-aware [19]. ...
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The cognitive complexities of emotions and individualized coping strategies make it a difficult space for design. Collecting first-person data can provide nuanced understanding of the lived experience of emotional life, to better inform the design of wearable technologies for emotional self-regulation. We present a preliminary study of our first-person phenomenological approach to autobiographical design. The methodology is unique for the intertwining of emotional activities and mindfulness exercises, as a strategy for controlling emotional repercussions. Self-observation and documentation included journaling and sketching using the Inside-Out Probe workbook, followed by material prototyping and testing in-the-wild. The Breathing Scarf prototype embodies the design considerations. In designing for one to support personalized self-regulation strategies, key considerations include designing for personal comfort, ownership, and individual-over-social meaning-making. Of equal importance in the design research process are the well-being of the designer/researcher, the ability to self-regulate emotions, and the ethics of care and emotion work.
... Moreover, individuals who are more aware of inner bodily sensations demonstrated more antecedent-focused and response-focused strategies for regulating emotion, such as supportive reappraisal or maladaptive suppression (Kever et al., 2015). Similar results were obtained in the game-playing context, where it was observed that greater interoceptive awareness was related to regulation strategies for emotions relating to health such as attempting a resolution of a negative state or seeking social support (Lobel, Granic & Engels, 2014). ...
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Background The COVID-19 pandemic is a type of stressful event which might have an impact on psychological state. A prolonged threat of getting a serious, contagious illness is expected to be associated with an increase of negative emotions and, conversely, with a decrease of positive emotions. As the stressor is strongly linked to health and the body, we decided to investigate what types of factors related to body perception and appraisal are associated with different types of reported emotions. The purpose of the study was to verify the associations between three types of variables: interoceptive awareness as described by Mehling and colleagues (2012a, 2018), negative beliefs about health and body, and different types of emotions. Methodology A Multidimensional Assessment of Interoceptive Awareness questionnaire was applied to evaluate interoceptive awareness. The declared emotional state was diagnosed with a list of 20 emotions–divided by valence and origin. Additionally, a list of 10 negative beliefs about health and body was used. The study was held in a correlational schema with 299 subjects recruited via the social media platform Facebook who took part in an online survey. Results The study revealed that the scales of Self-Regulation and Trusting are primarily associated with negative automatic and reflective emotions and positive automatic emotions. Furthermore, the Self-Regulation, Trusting dimensions of interoceptive awareness predict an intensity of emotions categorised on the basis of valence and origin. In addition, negative beliefs about health and the body provided an adequate explanation of the variance of most of the types of emotions experienced during the pandemic. Conclusions Factors related to body perception, such as interoceptive awareness and negative beliefs about health and body provide a significant contribution to explaining emotional state at the beginning of the pandemic.
... from comparing them to traditional sports [16] to implementing multi-agent systems able to beat the world champion team of Dota 2 [4]. Regarding player affect in particular, studies have discussed player motivation [14], psychology [3], and physiology [5,21]. ...
Chapter
Video games are an interesting example of technologies/media able to generate complex emotions. Indeed, part of the emotions commonly arising in the experience of video gamers are quite negative. On the one hand, video gamers may feel frustration and anger due to the difficulty of the gameplay. On the other hand, they may experience sadness, anxiety and fear due to the immersion into emotionally rich narratives. Yet, video gamers seem to appreciate gaming technologies generating negative emotions, and the research on media frequently highlights a counterintuitive positive relation between negative affect and enjoinment/well-being outcomes. Starting from these premises, the present chapter is aimed to review the negative emotions typical of video games, in order to understand in what ways they can concur in generating an overall positive experience. Then, the chapter discusses implications for research on video games as positive technologies, namely technologies able to promote well-being in their users.
Chapter
Naast begrip en behandeling van autismespecifieke problemen zoals beschreven in H. 15 kan er sprake zijn van andere problemen die de ontwikkeling en het gedrag van kinderen met autisme beïnvloeden. Niet-autismespecifieke problemen in gedrag en/of opvoeding en begeleiding van kinderen komen ook voor bij kinderen zonder autisme. Voorbeelden hiervan zijn moeilijk in slaap komen, druk en opstandig gedrag, eetproblemen of zindelijkheidsproblemen, problemen in de seksualiteitsontwikkeling, stemmingsproblemen, angst en trauma. Bij kinderen met autisme speelt hun autisme vaak een rol in het ontstaan, het in stand blijven, de ernst en de hardnekkigheid van de problemen. In dit hoofdstuk beschrijven verschillende auteurs het ontstaan en in stand blijven van niet-autismespecifieke problemen bij kinderen met autisme, de diagnostiek daarnaar en welke aandachtspunten er zijn in de behandeling van deze problematiek bij kinderen met autisme.
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Competition among individuals is a natural mode of determining who is fittest. While in nature, economics, and sports, it is common to infer ability or aptitude from the outcome of competitions, our knowledge on its effects in regard to psychological/educational assessment is scarce. In the present pilot study, we explore a measurement approach for assessing individual differences in interpersonal, face-to-face competitions, based on a set of cognitively demanding, competitive, fast-paced, two-opponent tasks. For initial task evaluation, we conducted comprehensive reliability and construct validation analyses, considering cognitive ability, motivation, and personality measures. Moreover, using structural equation models we conducted a simultaneous factorization of the tasks with the other validation measures. The results suggest that the newly developed tasks measure both cognitive ability (intelligence) as well as a competition-specific component. The competition-specific component was positively associated with experience in competitive gaming and negatively correlated with neuroticism. While the pattern of validities was promising, the measurements’ reliabilities were yet unsatisfactory. Implications for future research as well as the design of competition-based measurements are discussed.
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Contemporary research on “embodied emotion” emphasizes the role of the body in emotional feeling. The evidence base on interoception, arguably the most prominent strand of embodied emotion research, places emphasis on the cardiac, respiratory and gastrointestinal systems. In turn, interoception has evidence-based links with improved emotion regulation. Despite the focus on separate bodily systems, it is unclear whether particular interoceptive locations play a greater role in emotional feeling and emotion regulation. Further, according to Gross’ “process model”, the sooner that regulation of an emotion occurs, the better; hence, it is additionally important to identify the first body areas to activate. These issues are investigated in a two-stage integrative review. The first stage was preliminary, giving an overview of the evidence base to highlight the distribution of measured body areas. This indicated that 86% of publications (n = 88) measured cardiac activity, 26% measured the respiratory system, and six percent the gastrointestinal system. Given the emphasis placed on all three systems in interoception theory and research on emotion, this suggests a dearth of comprehensive findings pertaining to feeling locations. The second stage investigated the core issues of where emotional feelings are felt in the body and time-related implications for regulation. This was based on ten texts, which together suggested that the head, throat and chest are the most consistently detected locations across and within numerous emotional contexts. Caution is required, however, since–among other reasons discussed–measurement was not time-restricted in these latter publications, and direct physiological measurement was found in only a minority of cases.
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Studied 30 married couples during naturalistic interactions to determine the extent to which variation in marital satisfaction could be accounted for by physiological and affective patterns between and within spouses. Two hypotheses were tested: (a) Compared to nondistressed couples' interactions, distressed couples' interactions would show greater physiological interrelatedness or "linkage," more negative affect, and more reciprocity of negative affect. (b) These differences would be more pronounced when the interaction was high in conflict (discussing a marital problem) as opposed to low in conflict (discussing the events of the day). Heart rate, GSR, pulse transmission time, and somatic activity from both spouses were analyzed using bivariate time-series techniques to derive a measure of physiological linkage. Self-report affective data were analyzed using sequential analyses to derive a measure of affect reciprocity. The hypotheses were strongly supported; 60% of the variance in marital satisfaction was accounted for using measures of physiological linkage alone. Additional nonredundant variance was accounted for by the other physiological and affective measures. (25 ref)
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Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. (PsycINFO Database Record (c) 2013 APA, all rights reserved).
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Psychophysiological methods are becoming more popular in game research as covert and reliable measures of affective player experience, emotions, and cognition. Since player experience is not well understood, correlations between self-reports from players and psychophysiological data may provide a quantitative understanding of this experience. Measurements of electrodermal activity (EDA) and heart rate (HR) allow making inferences about player arousal (i.e., excitement) and are easy to deploy. This paper reports a case study on HR and EDA correlations with subjective gameplay experience, testing the feasibility of these measures in commercial game development contexts. Results indicate a significant correlation (p < 0.01) between psychophysiological arousal (i.e., HR, EDA) and self-reported gameplay experience. However, the covariance between psychophysiological measures and self-reports varies between the two measures. The results are consistent across three different contemporary major commercial first-person shooter (FPS) games (Prey, Doom 3, and Bioshock).
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This paper describes the development of a multidimensional self-report measure of interoceptive body awareness. The systematic mixed-methods process involved reviewing the current literature, specifying a multidimensional conceptual framework, evaluating prior instruments, developing items, and analyzing focus group responses to scale items by instructors and patients of body awareness-enhancing therapies. Following refinement by cognitive testing, items were field-tested in students and instructors of mind-body approaches. Final item selection was achieved by submitting the field test data to an iterative process using multiple validation methods, including exploratory cluster and confirmatory factor analyses, comparison between known groups, and correlations with established measures of related constructs. The resulting 32-item multidimensional instrument assesses eight concepts. The psychometric properties of these final scales suggest that the Multidimensional Assessment of Interoceptive Awareness (MAIA) may serve as a starting point for research and further collaborative refinement.
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This paper describes the development of a multidimensional self-report measure of interoceptive body awareness. The systematic mixed-methods process involved reviewing the current literature, specifying a multidimensional conceptual framework, evaluating prior instruments, developing items, and analyzing focus group responses to scale items by instructors and patients of body awareness-enhancing therapies. Following refinement by cognitive testing, items were field-tested in students and instructors of mind-body approaches. Final item selection was achieved by submitting the field test data to an iterative process using multiple validation methods, including exploratory cluster and confirmatory factor analyses, comparison between known groups, and correlations with established measures of related constructs. The resulting 32-item multidimensional instrument assesses eight concepts. The psychometric properties of these final scales suggest that the Multidimensional Assessment of Interoceptive Awareness (MAIA) may serve as a starting point for research and further collaborative refinement.
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The ability to cognitively regulate emotional responses to aversive events is essential for mental and physical health. One prerequisite of successful emotion regulation is the awareness of emotional states, which in turn is associated with the awareness of bodily signals [interoceptive awareness (IA)]. This study investigated the neural dynamics of reappraisal of emotional responses in 28 participants who differed with respect to IA. Electroencephalography was used to characterize the time course of emotion regulation. We found that reappraisal was accompanied by reduced arousal and significant modulation of late neural responses. What is more, higher IA facilitated downregulation of affect and was associated with more pronounced modulation of underlying neural activity. Therefore, we conclude that IA not only advances the consolidation of somatic markers required for guiding individual behaviour but also creates processing advantages in tasks referring to these bodily markers.
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Individuals differ considerably in their emotion experience. Some experience emotions in a highly differentiated manner, clearly distinguishing among a variety of negative and positive discrete emotions. Others experience emotions in a relatively undifferentiated manner, treating a range of like-valence terms as interchangeable. Drawing on self-regulation theory, we hypothesised that indivi-duals with highly differentiated emotion experience should be better able to regulate emotions than individuals with poorly differentiated emotion experience. In particular, we hypothesised that emotion differentiation and emotion regulation would be positively related in the context of intense negative emotions, where the press for emotion regulation is generally greatest. To test this hypothesis, parti-cipants' negative and positive emotion differentiation was assessed using a 14-day diary protocol. Participants' regulation of negative and positive emotions was assessed using laboratory measures. As predicted, negative emotion differentiation was positively related to the frequency of negative emotion regulation, particularly at higher levels of emotional intensity.
Chapter
Emotion research has become a mature branch of psychology, with its own standardized measures, induction procedures, data-analysis challenges, and sub-disciplines. During the last decade, a number of books addressing major questions in the study of emotion have been published in response to a rapidly increasing demand that has been fuelled by an increasing number of psychologists whose research either focus on or involve the study of emotion. Very few of these books, however, have presented an explicit discussion of the tools for conducting research, despite the facts that the study of emotion frequently requires highly specialized procedures, instruments, and coding strategies, and that the field has reached a place where a large number of excellent elicitation procedures and assessment instruments have been developed and validated. The Handbook of Emotion Elicitation and Assessment corrects this oversight in the literature by organizing and detailing all the major approaches and instruments for the study of emotion. It is the most complete reference for methods and resources in the field, and will serve as a pragmatic resource for emotion researchers by providing easy access to a host of scales, stimuli, coding systems, assessment tools, and innovative methodologies. This handbook will help to advance research in emotion by encouraging researchers to take greater advantage of standard and well-researched approaches, which will increase both the productivity in the field and the speed and accuracy with which research can be communicated.
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Thirty married couples interacted in a low-conflict situation and a high-conflict situation during which continuous physiological measures were obtained. Each spouse returned separately for a second session in which they watched the videotape of the interaction and provided a continuous self-report rating of their own affect while the same physiological measures were again obtained. Observers coded the spouses' affect during each speech unit. The self-reports of affect (a) discriminated the high-conflict interaction from the low-conflict interaction, (b) correlated significantly with marital satisfaction, (c) were coherent between husband and wife, and (d) were significantly related to the observers' coding of the couples' affect. Physiological data obtained during the interaction session were significantly related (using time-series analyses) to physiological data obtained during the recall session. In all comprehensive discussions of emotion the subject's own experience of affect has been considered an important channel of information (see Strongman, 1978). This channel has always been troublesome from an empirical standpoint in terms of meeting psychometric criteria of reliability and validity. One important application of a valid selfreport procedure would be in the study of emotion during social interaction. Ekman, Friesen, and Ellsworth (1972) noted that the study of emotion in the context of social interaction can make a number of unique contributions. One of these contributions is the study of interaction as it unfolds in time, which permits the analysis of the sequential nature of the interaction using time-series analysis. Thus, a method for procuring the self-report of affect that could provide a continuous record over an interaction session would be extremely useful in the study of emotion in social interaction.