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Emotions that differ on the approach-avoidance dimension are thought to have different functions. Basedon the motivational dimensional model of affect, we expected high-approach tendency (and not valence)to facilitate sports performance in a gaming context. Moreover, we expected the influence of high-approach emotions on performance to be mediated by higher levels of cognitive and physiologicalchallenge as an approach-related response. To test these hypotheses, 241 men completed 5 matches of asoccer video game FIFA 19. Before each match, approach tendencies and valence were experimentallymanipulated by showing films that elicit amusement, enthusiasm, sadness, anger, and neutral states.Approach tendency, challenge/threat evaluations, cardiovascular responses, and game scores wererecorded. After watching enthusiastic and amusing videos, gamers displayed stronger approach tenden-cies, and, in turn, improved performance, compared to negative emotions and neutral conditions.Moreover, enthusiasm produced a stronger approach tendency and promoted better performance thanamusement. Elicitation of unpleasant emotions (anger and sadness) had no effect on approach tendenciesor gaming-outcomes relative to the neutral conditions. Across all conditions, gamers with higher levelsof cognitive and cardiovascular challenge achieved higher scores. These findings indicate that in agaming context performance is enhanced by pleasant emotions with high-approach tendencies.
Male, Motivation, Psychopharmacology, pleasant emotions, Emotions, Biological Psychology (Neuropsychology, Anger, enthusiasm, Video Games, Sadness, challenge and threat, approach motivation, Psychology, Humans, Physiological Psychology), psychophysiology, Psychophysiology
Male, Motivation, Psychopharmacology, pleasant emotions, Emotions, Biological Psychology (Neuropsychology, Anger, enthusiasm, Video Games, Sadness, challenge and threat, approach motivation, Psychology, Humans, Physiological Psychology), psychophysiology, Psychophysiology
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