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Emotion

Do mood swings matter more than average mood for learning a skill?

North MN, Huck JT, Day EA, et al. · Frontiers in psychology · 2024

Open access · cc by · source: Europe PMC

How good or bad people felt on average predicted their attention and game performance much better than how much their emotions fluctuated.

Study at a glance

Design
Other — Within-lab repeated-measures correlational study: 14 game sessions with an unannounced complexity increase after session 7; relative-importance and dominance analyses
N
N=253 · Undergraduates retained from 288 recruited, after excluding those with technical problems, not following instructions or responding carelessly
Population
US psychology undergraduates aged 18-30 learning the first-person shooter Unreal Tournament 2004
Outcome
Self-reported off-task attention and game performance (kills, deaths and rank) during skill acquisition and after the task change

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Key findings

Performance followed a learning curve, dropped sharply at the task change and recovered slowly, while off-task attention rose steadily across sessions. Average negative deactivating emotion (feeling discouraged, bored, fatigued) was the dominant predictor of off-task attention, and average positive activating emotion (enthusiastic, excited, happy) was the dominant predictor of performance, both before and after the change. Variability indices were weaker; spin and pulse never reached the importance threshold, and only fluctuation in negative emotions mattered a little.

Methodology

Undergraduates learned a fast first-person shooter game over 14 sessions, rating 16 emotions and their off-task attention after every pair of games. Halfway through, the game suddenly became harder (more opponents, tougher bots, a bigger map) to force adaptation. The researchers computed average levels of each kind of emotion (positive/negative, activating/deactivating) and several indices of emotional variability, then used relative-importance and dominance analyses to see which predicted attention and performance.

Limitations

The sample was young college students in a lab playing one perceptual-motor game for lottery incentives, so the results may not generalise to work or other skills. Emotions were measured at the same time as the outcomes, so the study cannot show that emotions or their variability cause changes in attention or performance. Off-task attention was self-reported, and participants may misjudge or under-report mind-wandering; the authors suggest eye-tracking or EEG instead. Prior game experience and emotion-regulation ability were not accounted for.

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