The study investigated the effects of music with high arousal potential and negative affect (HA), music with low arousal potential and positive affect (LA), and everyday noise, on the cognitive task performance of introverts and extraverts. Forty participants completed five cognitive tasks: immediate recall, free recall, numerical and delayed recall, and Stroop. Ten participants completed each of these tasks in one of four sound conditions: HA, LA, everyday noise and silence. Participants were also assessed for levels of introversion/ extroversion, and reported their music/noise and study preferences. Performance was lessened across all cognitive tasks in the presence of background sound (music or noise) compared to silence. HA and LA music produced differential distraction effects, with performance of all tasks being poorer in the presence of HA compared to LA and silence, in the presence of noise than silence across all tasks, and in the presence of noise than LA in three of the four tasks. Performance was moderated by internal arousal, with introverts performing better overall on each task except the Stroop, and appearing to be more detrimentally affected by the presence of HA music and noise.
Music listening in everyday life tends to accompany the completion of other everyday activities in a highly personalised manner. However, music and task performance studies have tended to be experimenter-centred and contextually isolated, largely independent of the listener's music practices and preference. The present study adopted a listener-centred approach to compare the effects of self-selected and experimenter-selected music (high and low arousal), on concurrent activity performance and experience. 125 participants completed three laps of a driving game in either (i) silence (ii) car sounds alone; car sounds with the addition of (iii) self-selected music, (iv) High-Arousal music or (v) Low-Arousal music. Three performance measures (accuracy-collisions, time-ms, and speed-mph) and 5 experience measures (distraction, liking, appropriateness, enjoyment, and tension-anxiety) were taken. Participants exposed to their self-selected music were most efficient, perceived lowest distraction, highest enjoyment, liking and appropriateness, and experienced a reduction in tension-anxiety. In contrast, performance and experience were poorest when exposed to High-Arousal experimenter-selected music. Participants were most inaccurate, perceived highest distraction, lowest liking, enjoyment and appropriateness, and experienced an increase in tension-anxiety. Collectively, the findings highlight the efficacy of self-selected music as a tool to optimise response in the everyday activity context for which it is selected. Accordingly, the results are discussed in relation to potential implications for the performance and experience of concurrent tasks such as video games. Additionally, the discussion highlights theories of attention-distraction, arousal and affect modification, and subjective experiences of music listening.
There is an established and growing body of evidence highlighting that music can influence behavior across a range of diverse domains (Miell, MacDonald, & Hargreaves 2005). One area of interest is the monitoring of "internal timing mechanisms", with features such as tempo, liking, perceived affective nature and everyday listening contexts implicated as important (North & Hargreaves, 2008). The current study addresses these issues by comparing the effects of self-selected and experimenter-selected music (fast and slow) on actual and perceived performance of a driving game activity. Seventy participants completed three laps of a driving game in seven sound conditions: (1) silence; (2) car sounds; (3) car sounds with self-selected music, and car sounds with experimenter-selected music; (4) high-arousal (70 bpm); (5) high-arousal (130 bpm); (6) low-arousal (70 bpm); and (7) low-arousal (130 bpm) music. Six performance measures (time, accuracy, speed, and retrospective perception of these), and four experience measures (perceived distraction, liking, appropriateness and enjoyment) were taken. Exposure to self-selected music resulted in overestimation of elapsed time and inaccuracy, while benefiting accuracy and experience. In contrast, exposure to experimenter-selected music resulted in poorest performance and experience. Increasing the tempo of experimenter-selected music resulted in faster performance and increased inaccuracy for high-arousal music, but did not impact experience. It is suggested that personal meaning and subjective associations connected to self-selected music promoted increased engagement with the activity, overriding detrimental effects attributed to unfamiliar, less liked and less appropriate experimenter-selected music.
A common long-term consequence of stroke is impaired arm function, which affects independence and quality of life in a considerable proportion of stroke survivors. There is a growing need for self-management strategies that enable stroke survivors to continue their recovery after rehabilitation has ceased. Interventions with high-intensity, repetitive task training and feedback are most likely to improve function. Achieving the required amount of self-practice is challenging, however. Innovative approaches are required to translate therapies into rewarding activities that can be undertaken independently. This paper describes the key principles and development of a novel intervention that integrates individuals' preferred music with game technology in upper limb rehabilitation. The "tap tempo" paradigm, which uses rhythmic auditory cueing, provides repetitive upper limb task training, which can be tailored to individual goals and progress (e.g., in terms of movement range and complexity), while providing sensitive quantitative feedback to promote skill acquisition and enhance self-management.
Music-games present a highly pervasive new platform to create, perform, appreciate and transmit music through peer and online communities (e.g.
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