Category Archives: Project 5

Project 5: Final Project

Game Title: McKinley High’s Home Coming

The game is trying to teach the player that the music they choose to listen has a major effect on their emotional health. The dominant form of interaction is player versus player. The cognitive process is affected the most by the game design. It teaches the player to make better decisions when it comes to music. There are 4 players involved in the game. They interact competitively. The objective of the game is to get to the party first and win the game. The rules of the game are to roll the dice and get a six in order to be able to come out your room. Once you are born you are able to make your way around the board in order to attend the party. Once all four of your pieces make it to the party, you win the game. The board is filled with songs from all types of artist. If you land on a song from Future, you become depressed and you have to go back to your room. If you get a double your able to roll again. The conflict is introduced from the beginning of the game. The player who rolls a six first obviously has the upper hand. The conflict is maintained by one player doing better than the others. It is resolved by a player winning. The game only allows the players to move one way on the board. It prevents more of a fun challenge for the players. The game ends by the players getting all four of their pieces to the party. The main characters in the game are Future, Migos, Kevin Gates, Desiigner, and Young Thug. You never want to land on any of their songs. The challenge that is presented is to stay clear of any song by Future, Migos, Kevin Gates, Desiigner, and Young Thug. Their songs cause people to become depressed and they can’t socialize with others. Therefore they have they go back to their room. The fictional world is called McKinley High School. The general premise of the game is The music that we listen to can affect our emotional health. The game is playful because it is competitive. The player that gets all of their pieces to the party first wins. Tensions are controlled by rolling the dice. The dice determines what piece you move to. Every player has an equal chance to win and is represented equally. The elements promote the players to choose better music. Music greatly influences our emotions. The wrong ones can cause us to become greatly depressed. Rolling a six or a double. A six brings you out the room and a double allows you to roll again. The game is fairly easy to learn. It only takes about two minutes to fully understand the game.

Project 5: Week 15

Music from the 20th century has more of a positive effect on emotion than 21st century. My results showed that a mean of 85 students reported they felt a positive change in their emotion when they listened to music from the 20th century music than when they listened to music from the 21st century. Depression is a rising issue in the U.S. More people are depression now than they were years ago. My experiment answers that. It proves that music is one of the leading causes of depression. Now that we understand how much music effects depression, we have an idea of what to do and what not to do. If we know that something is purposely causing a negative effect on our emotion, we can stay away from it. The more people that stay away from negative music the more emotionally healthy people there will be.  Other studies neglected to pay attention to the genre of music. It is very critical to pay attention to the genre. As different genres have different effects on emotion. The implication is the music from the 21st century causes a negative effect on a person’s mood which causes them to eventually become depressed. Music is heard and seen now more than ever. With all the technology we have now there are so many different ways to be influenced. Future studies can look at the different genders. The study will answer whether or not males or females are more negatively affected by music from the 21st century.

Project 5: Week 14

There were four subjects that were used. They were recruited at random. Kids from the age thirteen and older were included. Kids who were twelve and under were excluded. The four subjects were given the rules of the game and told to complete the game. In order to get the competition started, each player needs to roll a six. The latest songs were used to present the game. Artist such as Future, Bryson Tiller, and Chris Brown were used to collect data. The song you land on is what determines if you continue your journey to the party or if you go all the way back to your room. Each subject was told to roll the dice. The number that showed up on the dice is the amount of spaces they have to move. The idea is to stay clear of any songs from Future. Those songs cause people to become stressed. When you become stressed it causes you to become antisocial. Therefore, you aren’t able to make it to the party. Instead you stay in your room. Out of all students who listened to 21st century music, there was a mean of 40 students (SD= 15) who reported they felt a positive change in their mood after listening to the music. Out of those students who listened to music from the 20th century music, a mean of 85 students (SD= 60) reported they felt a positive change in their mood after listening to the music. These results indicate that music from the 20th has more of a positive effect on emotion than music from the 21st century.

 

Project 5: Week 12

There were four subjects that were used. They were recruited at random. Kids from the age thirteen and older were included. Kids who were twelve and under were excluded. The four subjects were given the rules of the game and told to complete the game. In order to get the competition started, each player needs to roll a six. The latest songs were used to present the game. Artist such as Future, Bryson Tiller, and Chris Brown were used to collect data. The song you land on is what determines if you continue your journey to the party or if you go all the way back to your room. Each subject was told to roll the dice. The number that showed up on the dice is the amount of spaces they have to move. The idea is to stay clear of any songs from Future. Those songs cause people to become stressed. When you become stressed it causes you to become antisocial. Therefore, you aren’t able to make it to the party. Instead you stay in your room. It proves that the type of music you listen too affects your emotion. Music that promotes happiness will make you feel happy. Music that promotes drugs as fun will only cause you to take them and eventually you will become depressed.

project 5: week 11

My game is called McKinley High’s Home Coming. The game is trying to teach the player that the music they choose to listen has a major effect on their emotional health. The dominant form of interaction is player versus player. The cognitive process is affected the most by the game design. It teaches the player to make better decisions when it comes to music. There are 4 players involved in the game. They interact competitively. The objective of the game is to get to the party first and win the game. The rules of the game are to roll the dice and get a six in order to be able to come out your room. Once you are born you are able to make your way around the board in order to attend the party. Once all four of your pieces make it to the party, you win the game. The board is filled with songs from all types of artist. If you land on a song from Future, you become depressed and you have to go back to your room. If you get a double your able to roll again. The conflict is introduced from the beginning of the game. The player who rolls a six first obviously has the upper hand. The conflict is maintained by one player doing better than the others. It is resolved by a player winning. The game only allows the players to move one way on the board. It allows more of a fun challenge for the players. The game ends by the players getting all four of their pieces to the party. The challenge that is presented is to stay clear of any song by Future. His songs cause people to become depressed and they can’t socialize with others. Therefore they have they go back to their room. Yes, the elements promote the players to choose better music. Music greatly influences our emotions. The wrong ones can cause us to become greatly depressed.

Project 5: Week 10

There were four subjects that were used. They were recruited at random. Kids from the age thirteen and older were included. Kids who were twelve and under were excluded. The four subjects were given the rules of the game and told to complete the game. In order to get the competition started, each player needs to roll a six. The latest songs were used to present the game. Artist such as Future, Bryson Tiller, and Chris Brown were used to collect data. The song you land on is what determines if you continue your journey to the party or if you go all the way back to your room. Each subject was told to roll the dice. The number that showed up on the dice is the amount of spaces they have to move. The idea is to stay clear of any songs from Future. Those songs cause people to become stressed. When you become stressed it causes you to become antisocial. Therefore, you aren’t able to make it to the party. Instead you stay in your room. It proves that the type of music you listen too affects your emotion. Music that promotes happiness will make you feel happy. Music that promotes drugs as fun will only cause you to take them and eventually you will become depressed.

project 5: week 9

My game is called McKinley High’s Home Coming. The game is trying to teach the player that the music they choose to listen has a major effect on their emotional health. The dominant form of interaction is player versus player. The cognitive process is affected the most by the game design. It teaches the player to make better decisions when it comes to music. There are 4 players involved in the game. They interact competitively. The objective of the game is to get to the party first and win the game. The rules of the game are to roll the dice and get a six in order to be able to come out your room. Once you are born you are able to make your way around the board in order to attend the party. Once all four of your pieces make it to the party, you win the game. The board is filled with songs from all types of artist. If you land on a song from Future, you become depressed and you have to go back to your room. If you get a double your able to roll again. The conflict is introduced from the beginning of the game. The player who rolls a six first obviously has the upper hand. The conflict is maintained by one player doing better than the others. It is resolved by a player winning. The game only allows the players to move one way on the board. It allows more of a fun challenge for the players. The game ends by the players getting all four of their pieces to the party. The challenge that is presented is to stay clear of any song by Future. His songs cause people to become depressed and they can’t socialize with others. Therefore they have they go back to their room. Yes, the elements promote the players to choose better music. Music greatly influences our emotions. The wrong ones can cause us to become greatly depressed.

Project 5: Week 8

There were four subjects that were used. They were recruited at random. Kids from the age thirteen and older were included. Kids who were twelve and under were excluded. The four subjects were given the rules of the game and told to complete the game. In order to get the competition started, each player needs to roll a six. The latest songs were used to present the game. Artist such as Future, Bryson Tiller, and Chris Brown were used to collect data. The song you land on is what determines if you continue your journey to the party or if you go all the way back to your room. Each subject was told to roll the dice. The number that showed up on the dice is the amount of spaces they have to move. The idea is to stay clear of any songs from Future. Those songs cause people to become stressed. When you become stressed it causes you to become antisocial. Therefore, you aren’t able to make it to the party. Instead you stay in your room. It proves that the type of music you listen too affects your emotion. Music that promotes happiness will make you feel happy. Music that promotes drugs as fun will only cause you to take them and eventually you will become depressed.

Project 5: Week 7

My game is called McKinley High’s Home Coming. The game is trying to teach the player that the music they choose to listen has a major effect on their emotional health. The dominant form of interaction is player versus player. The cognitive process is affected the most by the game design. It teaches the player to make better decisions when it comes to music. There are 4 players involved in the game. They interact competitively. The objective of the game is to get to the party first and win the game. The rules of the game are to roll the dice and get a six in order to be able to come out your room. Once you are born you are able to make your way around the board in order to attend the party. Once all four of your pieces make it to the party, you win the game. The board is filled with songs from all types of artist. If you land on a song from Future, you become depressed and you have to go back to your room. If you get a double your able to roll again. The conflict is introduced from the beginning of the game. The player who rolls a six first obviously has the upper hand. The conflict is maintained by one player doing better than the others. It is resolved by a player winning. The game only allows the players to move one way on the board. It allows more of a fun challenge for the players. The game ends by the players getting all four of their pieces to the party. The challenge that is presented is to stay clear of any song by Future. His songs cause people to become depressed and they can’t socialize with others. Therefore they have they go back to their room. Yes, the elements promote the players to choose better music. Music greatly influences our emotions. The wrong ones can cause us to become greatly depressed.

Project 5: Week 6

Subject

My population of interest is adolescents. I am interested in teens that are of the ages 15-17. Subjects from Clara Barton high school were sampled from the population. They were recruited at random. A letter was handed out to all of the students at the school. The ones who responded were chosen. There were forty subjects chosen. The experimental group was told to listen to a playlist provided on their phone everyday straight for two weeks. The control group was told not to listen to music everyday for two weeks. I assigned the subjects at random. All forty names were written on a piece of paper and placed in a hat. The girls were chosen first then the boys. Ten girls and ten boys were assigned to each group. Students who passed an emotional stability test were chosen. The test proved that the chosen subjects were emotionally healthy. They had no signs of depression. Subjects who showed signs of depression emotional instability were excluded. The average age of the subjects was 16 years old. The average ethnicity was African American.The subjects were motivated by tickets to a game at the Barclays center. The subjects also received two extra credits added on to their transcript.

Apparatus

I used an mp3 player, headphones, paper and pencil. The experiment group was told to listen to music from Future in a two week time span. The artist future makes rap music. His music promotes substance abuse. The stimulus was presented through an mp3 player. The experimental group was provided with an mp3 player that had 30 songs from future. At the end of the two weeks, the students were given an emotional test. This test would determine if they were depressed or had thoughts of depression.

Procedures

The students were only allowed to listen to one artist everyday for two weeks. They had to listen to the playlist entirely. The subjects were told to listen to or to not listen to the assigned music for the two weeks.The subjects were taken into a room where they sat for 2 hours listening to future. The students were given an emotional test. This test would determine if they were depressed or had thoughts of depression.