1. It is hypothesised that player
performance and experience will be optimal when accompanied with the fast tempo
version of the original Tetris track (165bpm) than the original (150bpm) and
slower version (135bpm).
2. It is hypothesised that player performance and
experience will be optimal when accompanied with low arousal music, as opposed
to high arousal music.
3. It is hypothesised that player performance and
experience will be optimal when accompanied with self-selected music compared
to experimenter-selected music (high and low arousal).
The experiment consisted of participants sitting down in front of a computer to play Tetris while listening to one of the music conditions for each play-through.
The results:
1. Low arousal was found to be optimal in player performance over high arousal but not in experience.
2. Self-selected music was optimal with experience over experimenter-selected music but not in performance.
3. Lastly, fast tempo was optimal in player performance but not in experience when compared with the original music and slow tempo.
In conclusion, the results did not fully meet the expected hypotheses but the research did help to support that music has an effect on player performance and experience during a concurrent task.