{"@context":"http://schema.org","@type":"Dataset","@id":"https://doi.org/10.26165/JUELICH-DATA/COPLGJ","identifier":"https://doi.org/10.26165/JUELICH-DATA/COPLGJ","name":"Interruption study 1: Psychological effects of interrupting a video game","creator":[{"name":"Üsten, Ezel","@id":"https://orcid.org/0000-0003-2250-4245","identifier":"https://orcid.org/0000-0003-2250-4245"},{"name":"Sieben, Anna","@id":"https://orcid.org/0000-0003-0203-2076","identifier":"https://orcid.org/0000-0003-0203-2076"}],"author":[{"name":"Üsten, Ezel","@id":"https://orcid.org/0000-0003-2250-4245","identifier":"https://orcid.org/0000-0003-2250-4245"},{"name":"Sieben, Anna","@id":"https://orcid.org/0000-0003-0203-2076","identifier":"https://orcid.org/0000-0003-0203-2076"}],"datePublished":"2024-12-19","dateModified":"2024-12-19","version":"1","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."],"keywords":["Other","emotion","experiment","heart rate","interruption","pedestrian dynamics","psychology","questionnaire","questionnaire study"],"license":{"@type":"Dataset"},"includedInDataCatalog":{"@type":"DataCatalog","name":"Jülich DATA","url":"https://data.fz-juelich.de"},"publisher":{"@type":"Organization","name":"Jülich DATA"},"provider":{"@type":"Organization","name":"Jülich DATA"}}