Main content

Home

Menu

Loading wiki pages...

View
Wiki Version:
**Original Study Aim:** In this study, we tested how positive and negative emotions impact esport performance. **Background:** 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. **Participants:** This dataset includes 213 participants (0% female) between the ages of 18 and 35 (M = 23.82, SD = 3.57). **Emotions:** In this study, we elicited amusement, excitement, anger, sadness, and neutral states. **Physiological Signals:** We measured the psychophysiological reactivity to emotional stimuli using ECG, ICG signals. We also collected participant's valence. **Elicitation Methods:** We used validated and reliable film clips selected from emotion-eliciting video clip databases to elicit emotions. Each film clip lasted for 2 minutes. The film clips were short excerpts from commercially available films: for amusement 1) A fish called Wanda (Surprisingly, the homeowners get inside and discover Archie dancing while naked); for anger: 1) American History X (A neo-nazi kills Blackman's by smashing his head on the curb); for excitement: 1) Summer Olympic Games (Athletes performing successfully and showing their joyful reactions); for sadness: 1) The Champ (the boy cries after his father dies); for neutral states: 1) Blue (A woman rides up on an escalator, carrying a box). **Dataset Structure:** This directory contains 1491 CSV files (seven per participant) with psychophysiological information for particular subjects. Name of each of these CSV files follows a consistent naming convention, i.e., "S<study_id>_P<participant_id>_<phase_name>.csv”, where “S” stands for study, “P” for partcipants, and “<study_id>” & “<particpant_id>” are natural numbers indicating study and participant unique identifiers; and “<phase_name>” is the name of the phase of an experiment, including ‘Baseline', 'Amusement4', 'Anger3', 'Excitement', 'Neutral6', 'Sadness2'. All psychophysiological signals recorded during the experiment for each individual are available in a single CSV datafile named " S<study_id>_P<participant_id>_All.csv". The description of all experimental-phase labels is explained in the metadata spreadsheet. **For more details, see our paper:** Behnke M., Gross, J.J., Kaczmarek, L.D., (2020). The Role of Emotions in Esports Performance. *Emotio*n https://doi.org/10.1037/emo0000903
OSF does not support the use of Internet Explorer. For optimal performance, please switch to another browser.
Accept
This website relies on cookies to help provide a better user experience. By clicking Accept or continuing to use the site, you agree. For more information, see our Privacy Policy and information on cookie use.
Accept
×

Start managing your projects on the OSF today.

Free and easy to use, the Open Science Framework supports the entire research lifecycle: planning, execution, reporting, archiving, and discovery.