<?xml version='1.0' encoding='UTF-8'?><codeBook xmlns="ddi:codebook:2_5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="ddi:codebook:2_5 https://ddialliance.org/Specification/DDI-Codebook/2.5/XMLSchema/codebook.xsd" version="2.5"><docDscr><citation><titlStmt><titl>Interruption study 1: Psychological effects of interrupting a video game</titl><IDNo agency="DOI">doi:10.26165/JUELICH-DATA/COPLGJ</IDNo></titlStmt><distStmt><distrbtr source="archive">Jülich DATA</distrbtr><distDate>2024-12-19</distDate></distStmt><verStmt source="DVN"><version date="2024-12-19" type="RELEASED">1</version></verStmt><biblCit>Üsten, Ezel; Sieben, Anna, 2024, "Interruption study 1: Psychological effects of interrupting a video game", https://doi.org/10.26165/JUELICH-DATA/COPLGJ, Jülich DATA, V1</biblCit></citation></docDscr><stdyDscr><citation><titlStmt><titl>Interruption study 1: Psychological effects of interrupting a video game</titl><IDNo agency="DOI">doi:10.26165/JUELICH-DATA/COPLGJ</IDNo></titlStmt><rspStmt><AuthEnty>Üsten, Ezel</AuthEnty><AuthEnty>Sieben, Anna</AuthEnty><othId role="Project Member">Ruhr University Bochum</othId><othId role="Project Member">University of St. Gallen</othId><othId role="Project Member">University of Wuppertal</othId></rspStmt><prodStmt><prodPlac>University of Wuppertal - Campus Haspel, Pauluskirchstraße 7, 42285, Wuppertal, North Rhine-Westphalia, DE, Building:          , ROR: 00613ak93</prodPlac></prodStmt><distStmt><distrbtr source="archive">Jülich DATA</distrbtr></distStmt></citation><stdyInfo><subject><keyword>Other</keyword><keyword>emotion</keyword><keyword>experiment</keyword><keyword>heart rate</keyword><keyword>interruption</keyword><keyword>pedestrian dynamics</keyword><keyword>psychology</keyword><keyword>questionnaire</keyword><keyword>questionnaire study</keyword></subject><abstract>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.</abstract><sumDscr><collDate cycle="P1" event="start" date="2021-05-25">2021-05-25</collDate></sumDscr><notes>Due to COVID restrictions, pedestrian experiments were not permitted during that time. Due to not being able to meet the quota in Germany, the rest of the data was collected in Turkey.</notes></stdyInfo><method><dataColl><sources/></dataColl><anlyInfo/></method><dataAccs><setAvail/><useStmt/></dataAccs><othrStdyMat/></stdyDscr></codeBook>