Auditory Stimulus Testing
Abstract: Rabenstrange and TBQelite two scientists from the Society for the Preservation of Niftiness performed a series of experiments on computer gamers in an attempt to discover what effect different genres of music had on their gaming performance and social interactions.
Hypothesis: Rabenstrange and TBQelite initially conducted the experiment believing that the changing the genre of music being played in the gaming environment would radically change the scores and alter how the participants of the study reacted with each other and their computer equipment. It was believed that playing soothing music such as Switchfoot and Lifehouse would cause gaming to progress at a slower less frenzied pace with players doing a lot of sniping or build and expand tactics. More intense punk and rock music such as Thousand Foot Krutch, Linkin Park and Kids in the Way was theorized to produce a more agitated, competitive environment with gamers using rushing and overwhelming forces attacks. Japanese toddler music was expected to cause massive agitation and possible real world physical violence as gamers took out their music induced anger on each other. Lastly, harder screamo music like Demon Hunter and Project 86 was to provide the most intense focused game play.
Methods: The experiment participants consisted of 9 gamers ranging from a variety of gaming backgrounds including both console and PC gamers. All the participants were Caucasian males between the ages of 15 and 21.
The experiment was conducted at TBQelite’s ultra secret research compound that also happens to be his primary residence. More specifically six of the participants were placed in close proximity to each other in TBQelite’s 8’ x 12’ quarters. Two participants were placed in the overflow section in the hall directly outside of the primary testing room and a control section was maintained by putting a single participant in exile in the basement.
To maintain applicability to normal LAN party conditions the participants were heavily medicated with the traditional gamer drugs and were encouraged to comply with special dietary guidelines for the duration of the experiment. The drug used by the participants was a caffeine and sugar rich supplement commonly known as Mountain Dew manufactured by the Pepsi Cola company. The additional dietary additives consisted of pepperoni pizza, Pringles brand salt, fat and carb supplements and Tostitos brand “hint of jalapeno” chips.
Results: Contrary to researcher expectations the music had little effect on the bulk of the gamers. There were two main exceptions to this finding. The first was the Japanese toddler pop. This music caused immediate reactions of horror, paranoia and violence. Participants immediately began to cover their ears, cry out and attack the researchers in charge of the music. This was of course the expected result. The second exception was when participants attempted to play their own music over that of the testers. This resulted in exchanges where the errant participant would turn up his volume which prompted the tester to in turn increase his volume and so on. These competitions generally ended when gamers who had brought only headphones and were thus restricted from competing began to threaten and physically attack those playing music. (In case you’re wondering the 5.1 surround sound in place in the testing facility was able to win every volume challenge).
Discussion: The lack of effect of traditional styles of music may have been due to previous resistance built up in the participants by previous exposure. Also many participants used headphones which were capable of at least partially canceling out the effects of the test music.
Finally the concentration of the gamers in intense battles prevented them from actively listening to the music and thus it is postulated erased its results.
Hypothesis: Rabenstrange and TBQelite initially conducted the experiment believing that the changing the genre of music being played in the gaming environment would radically change the scores and alter how the participants of the study reacted with each other and their computer equipment. It was believed that playing soothing music such as Switchfoot and Lifehouse would cause gaming to progress at a slower less frenzied pace with players doing a lot of sniping or build and expand tactics. More intense punk and rock music such as Thousand Foot Krutch, Linkin Park and Kids in the Way was theorized to produce a more agitated, competitive environment with gamers using rushing and overwhelming forces attacks. Japanese toddler music was expected to cause massive agitation and possible real world physical violence as gamers took out their music induced anger on each other. Lastly, harder screamo music like Demon Hunter and Project 86 was to provide the most intense focused game play.
Methods: The experiment participants consisted of 9 gamers ranging from a variety of gaming backgrounds including both console and PC gamers. All the participants were Caucasian males between the ages of 15 and 21.
The experiment was conducted at TBQelite’s ultra secret research compound that also happens to be his primary residence. More specifically six of the participants were placed in close proximity to each other in TBQelite’s 8’ x 12’ quarters. Two participants were placed in the overflow section in the hall directly outside of the primary testing room and a control section was maintained by putting a single participant in exile in the basement.
To maintain applicability to normal LAN party conditions the participants were heavily medicated with the traditional gamer drugs and were encouraged to comply with special dietary guidelines for the duration of the experiment. The drug used by the participants was a caffeine and sugar rich supplement commonly known as Mountain Dew manufactured by the Pepsi Cola company. The additional dietary additives consisted of pepperoni pizza, Pringles brand salt, fat and carb supplements and Tostitos brand “hint of jalapeno” chips.
Results: Contrary to researcher expectations the music had little effect on the bulk of the gamers. There were two main exceptions to this finding. The first was the Japanese toddler pop. This music caused immediate reactions of horror, paranoia and violence. Participants immediately began to cover their ears, cry out and attack the researchers in charge of the music. This was of course the expected result. The second exception was when participants attempted to play their own music over that of the testers. This resulted in exchanges where the errant participant would turn up his volume which prompted the tester to in turn increase his volume and so on. These competitions generally ended when gamers who had brought only headphones and were thus restricted from competing began to threaten and physically attack those playing music. (In case you’re wondering the 5.1 surround sound in place in the testing facility was able to win every volume challenge).
Discussion: The lack of effect of traditional styles of music may have been due to previous resistance built up in the participants by previous exposure. Also many participants used headphones which were capable of at least partially canceling out the effects of the test music.
Finally the concentration of the gamers in intense battles prevented them from actively listening to the music and thus it is postulated erased its results.



























7 Comments:
That is very funny. Your hypothesis was reather extreme in what you expected of it. I would have been a bit more reasonable.
Fascinating...data...About the conclusions so what kind of music should a perosn listen to while gaming?
As you've probably guessed that's not exactly how things went. I took a little creative liscence with the story. We really didn't do a formal testing of music.
However, there were a few painful volume challenges. And I must say that the Barney's Japanese form (some kind of hamster) has excruciatingly obnoxious music.
ahh~I see~ That would have been a cool experiment though.
That is very funny about the Japanese music being annoying!
Playing the Japanese toddler music also reached the correct response of getting several of the test subjects to flee the room. But then again they may have been influenced by the possiblity of eating pizza.
Oh please, lol, if you do that experiment or anymore on Computer Gamers, please please please use my boyfriend from geekwagon =)
Yeah, music with faster beats gets your heart rate up a little and increases blood flow, ergo you have increased reflex time and more alert mind for split second reactions. See, I'm smart.
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