“In the Mood to Game”: Selective exposure and mood management processes in computer game play

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Bibliographic Details
Authors and Corporations: Bowman, Nicholas D, Tamborini, Ron
In: New Media & Society, 17, 2015, 3, p. 375-393
published:
SAGE Publications
Media Type: Article, E-Article

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further information
Physical Description: 375-393
ISSN: 1461-4448
1461-7315
DOI: 10.1177/1461444813504274
published in: New Media & Society
Language: English
Subjects:
Collection: SAGE Publications (CrossRef)
Table of Contents

<jats:p> Previous research shows that the influence of a computer game’s task demand on the mood-repair capacity of game play follows a quadratic trend: mood repair increases as task demand goes from low to moderate levels, after which further increases in demand reduce repair. Applying selective exposure logic to this finding, we reasoned that familiarity with games known to vary in task demand should influence game choice among users experiencing negative moods. To test this, a 2 × 3 experiment was conducted, varying induced participant mood (boredom, stress) and computer game task demand (low, moderate, or high). Findings revealed a curvilinear association between task demand and game choice replicating the association between task demand and mood repair in previous research. Participants preferred moderate task demand over high and low task demand, and this preference was stronger for stressed participants. In addition and in line with mood management theory, resultant mood repair was greatest for stressed individuals choosing moderate demand, and bored individuals choosing high demand. </jats:p>