- A computer game has been selected in order to induce emotions in the laboratory. In the experimental sessions, participants play a computer game for about 45 min., in which in accordance with the theory, different appraisal criteria have been manipulated. Real-time measures of psycho-physiological activity (ANS and SNS) are taken throughout the duration of the game. Vocal utterances are recorded and subjective feeling states are reported during certain moment in the game.
- Students of the University of Geneva and adolescents paid volunteers, out of the above-mentioned population 33 adolescents +44 native French speaking students of the University of Geneva aged between 18-30 years +.
- Experimental study.
- Data obtained by our research group.