Fig 1.
Mean values of participants’ heart rate.
Baseline, game playing, and interruption time periods.
Fig 2.
Mean values of participants’ heart rate.
Game playing and interruption time periods across conditions.
Fig 3.
Complete experimental process.
The order of the drawings can be followed through the image numbers. The grayed background drawings represent the interruption period (two minutes). The orange dot represents the position of the experimenter giving instructions.
Fig 4.
Mean values of participants’ mood on interruption (with/without) and experimental condition.
1: Very unhappy, 4: Very happy.
Fig 5.
Mean values of “I feel bored” item.
Interruption (with/without) and experimental condition.
Fig 6.
Mean values of “I am impatient right now” item.
Interruption (with/without) and experimental condition.
Fig 7.
Mean values of different motivation time periods and experimental conditions.
Fig 8.
Mean values of participants’ heart rate.
Experimental time periods across conditions.
Fig 9.
Mean values of participants’ heart rate.
Experimental time periods across conditions.
Fig 10.
Merged density plots for interruption runs.
Colors represent the time periods: ‘Blue’ indicates the time when participants were moving towards the gate while it was still closed. ‘Green’ indicates the interruption time period. ‘Orange’ represents the time when the gate was open, and participants were exiting through the bottleneck. Note that the gate was first opened, then closed for the interruption, and then opened again. Both periods were represented as orange accordingly.
Fig 11.
Merged density plots for without interruption runs.
Colors represent the time periods: ‘Blue’ indicates the time when participants were moving towards the gate while it was still closed. ‘Orange’ represents the time when the gate was open, and participants were exiting through the bottleneck.
Fig 12.
A screenshot from low motivation experimental runs, during interruption.
Fig 13.
A screenshot from high motivation experimental runs, during interruption.