<?xml version='1.0' encoding='UTF-8'?><metadata xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:dcterms="http://purl.org/dc/terms/" xmlns="http://dublincore.org/documents/dcmi-terms/"><dcterms:title>Interruption study 1: Psychological effects of interrupting a video game</dcterms:title><dcterms:identifier>https://doi.org/10.26165/JUELICH-DATA/COPLGJ</dcterms:identifier><dcterms:creator>Üsten, Ezel</dcterms:creator><dcterms:creator>Sieben, Anna</dcterms:creator><dcterms:publisher>Jülich DATA</dcterms:publisher><dcterms:issued>2024-12-19</dcterms:issued><dcterms:modified>2024-12-19T09:16:16Z</dcterms:modified><dcterms:description>The goal proximity concept suggests that individuals value their goals more as they approach completion, making interruptions more disruptive and annoying. A study with 61 participants explored early and late interruptions during a computer game task, finding that interruptions closer to goal completion evoked distinct psychological and physiological responses. Participants were briefed about a game, interrupted either early or late, and asked to complete questionnaires focusing on their interruption experience rather than gameplay.</dcterms:description><dcterms:subject>Other</dcterms:subject><dcterms:subject>emotion</dcterms:subject><dcterms:subject>experiment</dcterms:subject><dcterms:subject>heart rate</dcterms:subject><dcterms:subject>interruption</dcterms:subject><dcterms:subject>pedestrian dynamics</dcterms:subject><dcterms:subject>psychology</dcterms:subject><dcterms:subject>questionnaire</dcterms:subject><dcterms:subject>questionnaire study</dcterms:subject><dcterms:contributor>Ruhr University Bochum</dcterms:contributor><dcterms:contributor>University of St. Gallen</dcterms:contributor><dcterms:contributor>University of Wuppertal</dcterms:contributor><dcterms:temporal>2021-05-25</dcterms:temporal><dcterms:license>NONE</dcterms:license></metadata>