This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

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Description
Emotions have been defined as coordinated and functional changes in subjective experience, motivation, physiological activation, instrumental behavior, expressive behavior, and cognition that are evoked by important threats or opportunities in the environment. The proposed study looks at cognitive changes associated with the experience of several positive emotions, with a specific

Emotions have been defined as coordinated and functional changes in subjective experience, motivation, physiological activation, instrumental behavior, expressive behavior, and cognition that are evoked by important threats or opportunities in the environment. The proposed study looks at cognitive changes associated with the experience of several positive emotions, with a specific focus on awe. Prior research shows that positive emotions tend to increase people's use of cognitive heuristics (i.e. mental shortcuts used to simplify information we intake from the environment) and changes how they apply rules of thumb from stored knowledge to make decisions. Stereotypes, or assumptions about the characteristics held by individual members of a group, are one such heuristic. Awe, in contrast to other positive emotions, has been found to reduce people's tendency to rely on heuristics, rather than increasing its use. Thus, awe should tend to reduce stereotyping specifically. Participants made judgments on three characteristics and two types of theoretically valuable true/false statements. However, for both our measures, awe had no significant effect on stereotyping. Participants in the enthusiasm condition were significantly more likely than those in the awe condition to correctly identify stereotype-inconsistent statements present in the biography, which is the opposite of the predicted direction. Patterns for all four emotion conditions trended similarly to our predictions for stereotype-consistent statements correctly marked as being absent in the biography. There were no significant differences in ratings of three traits. Implications for enthusiasm and awe are discussed in the context of stereotypes of social objects and schemas of nonsocial objects.
ContributorsMurwin, Paige Elizabeth (Co-author) / O'Neil, Makenzie (Co-author) / Shiota, Michelle (Thesis director) / Davis, Mary (Committee member) / Sanford School of Social and Family Dynamics (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Previous evidence implicating fighting gameplay with markers for cardiovascular changes in response to stress appraisals emphasizes the plausibility of additional biopsychosocial factors varying between players and dictating gameplay changes (Porter & Goolkasian, 2019). The current study builds upon previous research using the Biopsychosocial Model of Challenge and Threat (Blascovich and

Previous evidence implicating fighting gameplay with markers for cardiovascular changes in response to stress appraisals emphasizes the plausibility of additional biopsychosocial factors varying between players and dictating gameplay changes (Porter & Goolkasian, 2019). The current study builds upon previous research using the Biopsychosocial Model of Challenge and Threat (Blascovich and Tomaka, 1996) alongside the Mental Load Rating Scale (Hughes, 2023) to link perceptions of increased stress during gameplay with increases in gameplay errors. Participants were allotted a set time to acclimate to fighting game mechanics, then began combo trials. The game used in research (Street Fighter 6) requires precise movements in rapid succession completion the completion of a “combo”. Competitive fighting game players were compared to players lacking fighting game experience in post-participation response measuring stress salience or hindrance perception, as well as total input error comparison. Current findings suggest Competitive fighting game players report factors such as spectator viewing and time limits as hindrances capable of being overcome as opposed to Noncompetitor reports of factors and stressors during game acclimation. Findings between Competitor and Noncompetitor groups allude to cultural significance when navigating gameplay. Future research should continue measuring sociocultural perception of stress when navigating specific genres of video game play and avenues for stress reappraisal techniques.
ContributorsDavis, Nicholas (Author) / Holloway, Steven (Thesis director) / Flores, Valerie (Committee member) / Davis, Mary (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2023-12