<resource xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://datacite.org/schema/kernel-4" xsi:schemaLocation="http://datacite.org/schema/kernel-4 http://schema.datacite.org/meta/kernel-4.1/metadata.xsd"><identifier identifierType="DOI">10.26165/JUELICH-DATA/COPLGJ</identifier><creators><creator><creatorName nameType="Personal">Üsten, Ezel</creatorName><givenName>Ezel</givenName><familyName>Üsten</familyName><nameIdentifier nameIdentifierScheme="ORCID">0000-0003-2250-4245</nameIdentifier></creator><creator><creatorName nameType="Personal">Sieben, Anna</creatorName><givenName>Anna</givenName><familyName>Sieben</familyName><nameIdentifier nameIdentifierScheme="ORCID">0000-0003-0203-2076</nameIdentifier></creator></creators><titles><title>Interruption study 1: Psychological effects of interrupting a video game</title></titles><publisher>Jülich DATA</publisher><publicationYear>2024</publicationYear><subjects><subject>Other</subject><subject>emotion</subject><subject>experiment</subject><subject>heart rate</subject><subject>interruption</subject><subject>pedestrian dynamics</subject><subject>psychology</subject><subject>questionnaire</subject><subject>questionnaire study</subject></subjects><contributors><contributor contributorType="ProjectMember"><contributorName nameType="Organizational">Ruhr University Bochum</contributorName></contributor><contributor contributorType="ProjectMember"><contributorName nameType="Organizational">University of St. Gallen</contributorName></contributor><contributor contributorType="ProjectMember"><contributorName nameType="Organizational">University of Wuppertal</contributorName></contributor></contributors><dates><date dateType="Updated">2024-12-19</date></dates><resourceType resourceTypeGeneral="Dataset"/><version>1.0</version><rightsList><rights rightsURI="info:eu-repo/semantics/openAccess"/><rights/></rightsList><descriptions><description descriptionType="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.</description><description descriptionType="Other">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.</description></descriptions><geoLocations><geoLocation><geoLocationPlace>University of Wuppertal - Campus Haspel, Pauluskirchstraße 7, 42285, Wuppertal, North Rhine-Westphalia, DE, Building:          , ROR: 00613ak93</geoLocationPlace></geoLocation></geoLocations></resource>