Computer-Mediated Task Performance Under Stress and Non-stress Conditions: Emphasis on Physiological Approaches
Although there is an influx of studies about the relationship between stress and performance, those of the performance in doing computer-mediated tasks under real-time stress conditions are scarce. In this research, we examined the performance of playing
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Computer-Mediated Task Performance Under Stress and Non-stress Conditions: Emphasis on Physiological Approaches Nam Yong Jo, Kun Chang Lee, and Dae Sung Lee
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Introduction
Recently, as competition in most industries grows more fierce, the performance of tasks managed by human labor is also strongly required to be improved. These environments make an employee be more anxious for their job performance, and more demands are requested to employees giving them more time pressers. The anxiety and time pressure are distinguishing features of job related stress in the organizational field of studies. The human performance in the working environments has attracted researchers’ interest for a long time. Also, psychological, organizational, and educational literatures have discussed the relationship between stress and performance with considerable attention. However, little research has focused on the performance of computer-mediated task in physiological manners. The computermediated task performance is worthy of our attention because most of tasks in the office workplace are performed with personal computers. Thus, considering the prior research about the relationship between stress and performance, this study suggests physiological approach to measure stress and analyze the effect of it on task performance. For the experiments, we adopted two stress manipulations, performance feedback for arising anxiety and time pressure, for stress conditions. The well-known Window’s game Minesweeper is employed as a substitute for computer-mediated task; subjects are requested to play Minesweeper under controlled
N.Y. Jo • D.S. Lee SKK Business School, Sungkyunkwan University, Seoul 110-745, Republic of Korea e-mail: [email protected]; [email protected] K.C. Lee (*) Department of Interaction Science, SKK Business School, Sungkyunkwan University, Seoul 110-745, Republic of South Korea e-mail: [email protected] K.C. Lee (ed.), Digital Creativity: Individuals, Groups, and Organizations, Integrated Series in Information Systems 32, DOI 10.1007/978-1-4614-5749-7_2, © Springer Science+Business Media New York 2013
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conditions. To measure subjects’ stress physiologically, galvanic skin response (GSR) and electrocardiogram (ECG) are recorded with Biopac MP100. A total of 32 employed subjects are randomly assigned two groups (e.g., stress group and nonstress group) then GSR and ECG signals are recorded during their game playing. After the experiment, the subjects are requested to complete the questionnaire using the perceived stress scale (PSS) which consisted of stress-related questions to underpin the results of physiological signals. The remainder of the paper is organized as follows: We start with reviewing previous studies about stress, task performance and stress. In section three, the methodology adopted in this study is introduced with explanation of subjects. The statistical analysis is put in fourth. Finally, concluding remarks with implications and limitations are discussed in the last sections.
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