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Applying selective exposure logic to this finding, we reasoned that familiarity with games known to vary in task demand should influence game choice among users experiencing negative moods. To test this, a 2 \u00d7 3 experiment was conducted, varying induced participant mood (boredom, stress) and computer game task demand (low, moderate, or high). Findings revealed a curvilinear association between task demand and game choice replicating the association between task demand and mood repair in previous research. Participants preferred moderate task demand over high and low task demand, and this preference was stronger for stressed participants. In addition and in line with mood management theory, resultant mood repair was greatest for stressed individuals choosing moderate demand, and bored individuals choosing high demand.<\/jats:p>","DOI":"10.1177\/1461444813504274","type":"journal-article","created":{"date-parts":[[2013,9,24]],"date-time":"2013-09-24T23:57:34Z","timestamp":1380067054000},"page":"375-393","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":85,"title":["\u201cIn the Mood to Game\u201d: Selective exposure and mood management processes in computer game play"],"prefix":"10.1177","volume":"17","author":[{"given":"Nicholas D","family":"Bowman","sequence":"first","affiliation":[{"name":"West Virginia University, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Ron","family":"Tamborini","sequence":"additional","affiliation":[{"name":"Michigan State University, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"179","published-online":{"date-parts":[[2013,9,24]]},"reference":[{"key":"bibr1-1461444813504274","first-page":"63","volume-title":"Selective Exposure to Communication","author":"Atkin C","year":"1985"},{"key":"bibr2-1461444813504274","unstructured":"Banks J (2013) Human-technology relationally and self-network organization: players and avatars in World of Warcraft. 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