Running head: LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT Laughter and Amusement’s Buffering Effect on Stress: An Experimental Design Nora Kline Vanderbilt University Under the Direction of Dr. Leslie Kirby and Craig Smith Vanderbilt University April 14, 2015 1 LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 2 Abstract There is currently a significant amount of hype surrounding laughter and its effects, but there is a lot less excitement concerning the positive emotion that tends to compel laughter: amusement. The purpose of the current study was to make the distinction between laughter and amusement and observe the stress buffering effects of those different components. First, I examined if amusement and laughter have a buffering effect. I then examined if forced laughter, with no amusement, has a buffering effect of stress. Finally, I examined if amusement, in the absence of laughter, has a buffering effect. The study employed a 2x2 between subjects design, which crossed an amusing video and bored video with instructions to act amused and instructions to act bored. Results showed that participants who experienced amusement and laughter together had significantly less negative affect than those who did not experience amusement or laughter. This points to a buffering effect of co-occurring laughter and amusement. Results showed a main effect of expressivity (instruction type) on amusement and positive affect levels post-stressor task; those who were told to express amusement, regardless of internal emotion, experienced significant increased levels of amusement and positive affect. Therefore perhaps the method used to isolate amusement (without laughter) was only suppressing participants’ experience of amusement. A future direction is proposed to combat this issue. Keywords: laughter, amusement, stress, buffering. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 3 Laughter and Amusement’s Buffering Effect on Stress: An Experimental Design Humans experience a myriad of emotions on a daily basis. Nearly anything can elicit an emotional response, from a casual ten-minute conversation with a neighbor to witnessing a gruesome car accident. The emotions that result from these experiences, however, most likely differ in valence and intensity. Appraisal theory states that emotions are generated from one’s interpretation of a specific situation. Appraisals involve two main parts, primary and secondary appraisal. Primary appraisal refers to one’s evaluation of the event in terms of aligning with one’s personal motives; secondary appraisal refers to one’s processing of the event in terms of one’s ability to cope with it (Smith & Lazarus, 1990). If one’s primary appraisal of a situation is that the situation is not conducive to one’s personal goals, but one’s secondary appraisal of the situation is that one has the proper resources to handle and cope with it, then one’s resulting emotion will be altered. If a person does not have the appropriate resources to handle the situation he/she will feel more negatively. One’s appraisal of a situation can completely change on a day to a day basis if one’s motives or resources to cope change as well. If humans can control how they perceive situations, then they can alter their emotional responses. While the adaptive nature of negative emotions, such as fear and anger, might be intuitive, the purpose of positive emotions is more vague and inexplicit. Positive emotions and their corresponding functions are less differentiated than negative ones (Ellsworth & Smith, 1988). It seems fairly easy to differentiate between the elicited behaviors of being anxious versus annoyed, but a little more difficult distinguishing between what one does when they are inspired versus in awe. Ellsworth and Smith (1988), however, believe in the profound beneficial power of positive emotions. Surprise, for example, serves to focus a person on an LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 4 important, yet unexpected event, whereas interest stimulates curiosity and greater understanding (Ellsworth & Smith, 1988). Research by Seligman and Csikszentmihalyi (2000) shows that optimism specifically has a positive relationship with subjective well-being, which refers to people’s feelings regarding their lives and existence. Optimistic people tend to interpret their experiences in positive and constructive ways, which leads to more positive emotions. People who have high optimism overall have better moods, more success, and better health than those who do not experience high levels of optimism. Optimistic people behave in ways that elicit positive relationships, which in turn create social support and resources that can enhance one’s coping capacity for both mental and physical challenges and adversity (Seligman & Csikszentmihalyi, 2000). This supports the evolutionary and beneficial purposes of positive emotions. Another way in which positive emotions serve an adaptive purpose is through their “broadening and building” functions. The Broaden-and-Build theory posits that experiencing positive emotions allows people to be more creative, resourceful, and skillful (Fredrickson, 2001). When someone appraises a situation as in align with his personal goals he feels a positive emotion. Say for example that a man just won the lottery. Although he may experience a number of positive emotions, his primary feeling is most likely one of intense happiness. Because he feels happy perhaps he has the urge to spark up a conversation with an old friend, hold the door for a stranger, or even go for a run. Happiness, and positive emotions in general, allow him to expand his thought-action repertoire. This means the thoughts and potential actions coming to mind in that moment, multiply. One benefit of experiencing positive emotions is that a person is more able to exploit and utilize personal resources, which leads to healthier coping strategies and overall productivity. Pride, for example, expands one’s LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 5 thought action repertoire by urging one to share one’s achievements with others and envision future success (Fredrickson, 2001). Not only do positive emotions broaden thoughts and potential behavior, but they also help us regulate negative emotions. The “undoing hypothesis” refers to the ability of positive emotions to counteract the lingering effects of negative emotions (Fredrickson & Levenson, 1998). This ability of positive emotions has several beneficial implications concerning resiliency and overall well-being. There is increasing research on positive emotions and their distinct beneficial effects, but there is little research on the specific positive emotion of amusement. People commonly associate amusement with the physical act of laughing. It is natural to assume that if people are laughing, something or someone is amusing them. There is a lack of research examining amusement, but there is research observing the relationship between laughter and affect. A study by Kuiper and Martin (2002) specifically looked at the link between laughter frequency and affect. They instructed participants to complete a daily laughter record, the PANAS (Positive and Negative Affect Scale), and the daily stress inventory for three days. They told participants to record each instance of actual laughter along with the source of that laughter. Sources of laughter ranged from spontaneous incidences to actual jokes. Kuiper and Martin found that people who laugh more, and who experience an increased number of negative events (increased stress), do not experience more negative affect. This alludes to laughter’s ability to protect people from the effects of negative emotions and events. Similarly, researchers have also attempted to observe the relationship between laughter and well-being. While numerous studies have produced insignificant results, a number of potential theoretical mechanisms have emerged. Some researchers in the field believe that laughter may induce a myriad of other positive emotions, which in turn produce a number of positive effects, which were mentioned LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 6 earlier (Martin, 2002). Martin (2002) posits that in order to effectively test the effects of humor and laughter, specifically in regards to stress and health risks, researchers must create studies that can control for the elicitation of general positive emotions. It is therefore necessary to make a distinction between physical laughter and the positive emotions underlying that laughter. As mentioned earlier, positive emotions have a number of benefits, including their interaction with stress. Prolonged stress is one of the greatest threats to a human’s health. Stress has numerous impacts on physical and mental health. Research shows that chronic stress negatively affects the nervous system, hormonal system, and immune system. Consistent stress can cause a series of aches and pains, specifically headaches and joint dysfunction (Seaward & AAOS, 2000). Those who experience extreme stress may also develop digestion issues and ulcers. In regards to disease and illness, chronic stress increases susceptibility to the common cold; it may also cause heart disease and possibly cancer by affecting the productivity of white blood cells (Seaward & AAOS, 2000). A study on veterans showed that those who had PostTraumatic Stress Disorder (PTSD) were more likely to experience the negative physical effects of stress two years after returning home than non-traumatized veterans. Veterans reported their symptoms through the Health Symptom Checklist and Brief Symptom Inventory; the two most frequent health issues were headaches and aches and pains. A large number of veterans also reported stomach discomfort and frequent incidences of the common cold and/or flu (Wagner, Wolfe, Rotnitsky, Proctor, & Erickson, 2000). While stress has direct negative effects on physical health, it also leads to unhealthy behaviors, which in turn threaten health. A study by Kaplan, Madden, Mijanovich, and Purcaro (2013) evidenced that people of low socioeconomic status, experiencing stress caused by financial troubles and lack of social support, participate in LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 7 harmful behaviors such as substance abuse, violence, and uncontrolled eating. These stress induced behaviors lead to poor health outcomes. In terms of mental health, which is a main factor in determining quality of life, research shows that stress can cause low self-esteem, which can lead to depression (Seaward & AAOS, 2000). A study by Bovier, Chamot, and Perneger (2004) evidenced a strong correlation between high stress and low internal resources, such as mastery and self esteem, in terms of mental health. Participants with high stress and low social support ranked low in mental health on the SF-12 health survey. This measure consists of mental health and physical health components; it surveys general health, energy levels, difficulty with activities, and emotional problems. Researchers concluded that when they controlled for internal resources and social support, stress still had a strong impact on mental health. Positive emotions interact with stress through buffering and blunting. Blunting refers to the idea that our appraisals and emotional reactions can affect our subsequent emotional reactions. Blunting is an emotion’s ability to counteract the effects of a subsequent emotion with an opposite valence (Pe & Kuppens, 2012). For example, if one appraises a situation and experiences happiness, that appraisal and emotional experience of happiness spill over and affect one’s appraisal of a subsequent situation that causes anger. This means someone would have a less intense experience of anger than if he/she just experienced anger without first experiencing happiness. In a similar regard, the buffering hypothesis refers to the idea that positive emotions can both protect us from subsequent negative emotions as well as decrease presently occurring negative emotions. For example, if a person is experiencing stress from financial issues, experiencing happiness, caused by support from relatives or comic relief, can decrease the negative emotions concurrent with stress. Positive aspects of people’s lives, such LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 8 as social support and resourcefulness, can protect people against the negative emotional and physiological aspects of the stress response (Cohen & Wills, 1985). Thus, people who overall experience more positive emotions have increased well-being and react less negatively to stress than those who do not experience frequent positive emotions. A study by Yovetic, Dale, and Hudak (1990) evidences a buffering effect of humor and amusement. The researchers employed deception and told the participants that they would be shocked during the experiment, but the shock would not cause any physical damage. The experimenters used heart rate, zygomatic electromyogram potentials, and self-report to assess participant’s anxiety and stress levels for 12 minutes during the supposed waiting period. Participants who experienced amusement, evoked by a humorous audio tape, while waiting for the supposed shock showed and reported less anxiety and stress during the wait than those who did not hear the amusing tape. While this alludes to a buffering effect of humor in a laboratory setting, humor and laughter are also used as a coping strategy and therapy technique in the real world. Skevington and White (1998) observed the coping strategies, psychological well-being, and overall pain of patients with rheumatic diseases to see if humor and laughing have a positive effect on their symptoms and quality of life. Patients filled out numerous self-report questionnaires such as The Coping Humour Scale and The Sense of Humour Scale in order for experimenters to assess sense of humor and coping patterns. Results show that patients with chronic arthritis who employ laughter and humor as a coping strategy feel overall less pain, and are less likely to be depressed, than those who do not rely on humor or laughter to manage the symptoms and hardships of their disease. Research such as this evidences the positive effects of laughter when managing a physical health condition. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 9 Laughter therapy has also become very popular in the new age. Because of its cost effectiveness and accessibility, many people are attracted to the idea of using laughter to medicate. Several researchers have examined the effects of laughter on depression and overall quality of life. A study by Ko and Youn (2011) observed the effects of laughter therapy and the psychological differences between participants in a laughter therapy group and participants in a control group. Laughter therapy consists of facial muscle relaxation exercises, clapping, dancing, singing, and laughter meditation. The researchers examined laughter therapy’s effects on depression, insomnia, cognition, and overall health and well-being. Most significantly, results showed a decrease in mean depression scores on the Geriatric Depression Scale (GDS15) for the laughter therapy group. This evidences the positive effects of short time periods of high frequency laughter, but what is missing is what exactly is causing these positive results. The driving mechanisms underlying the positive effects of laughter are under-researched. In order to examine what is driving the effects of laughter it is necessary to make a distinction between the effects of amusement and the effects of the act of laughing. The purpose of the current study was to examine if these two separate components protect people from stress differently. I examined if forced laughter, with no amusement, has a buffering effect of stress. This forced laughter refers to the type of laughter that is not evoked by humor or amusement, rather it may emerge for other reasons, such as the sake of being polite or perhaps by a feeling of awkwardness and uncertainty. This forced laughter and laughing on cue is also a large component of laughter therapy. So does the behavior of laughing, regardless of emotion, have positive effects? Furthermore I examined if amusement and laughter have a buffering effect on stress. Does experiencing amusement, in a way that one physically laughs, have positive outcomes? This would refer to laughter evoked by humorous videos, amusing personal LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 10 interactions, scripted jokes, etc. And finally, I examined if amusement, in the absence of laughter, has a buffering effect. Perhaps laughter is irrelevant, and the real driving force of these positive effects is simply an emotion, not a physical behavior. Moments in which people feel amused but do not laugh could be situations in which it would not be appropriate to laugh. For example, if one recalls a humorous moment with a deceased loved one at that loved one’s funeral, it would not be socially acceptable to laugh even though one feels amused in the moment. By making the distinction between the physical act of laughter and the emotion of amusement it will hopefully be possible to pinpoint the driving mechanisms of the positive effects of laughter. VIDEO PILOT The purpose of the pilot study was to identify which amusing and which neutral video to use in the main study’s manipulation. The video that maximized amusement in participants was used as the amusing video in the main study. The video that minimized amusement in participants was used as the neutral video in the main study. METHODS Participants A total of 27 undergraduate students, between the ages of 18-22, at Vanderbilt University (16 females, 11 males) participated in the pilot experiment. Participants were recruited by lab members. All participants gave informed consent to participate in the study. Materials The Discrete Emotion Adjective List (DEAL). After giving informed consent and after completion of each video participants completed a modified version of the DEAL. This survey LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 11 is meant to assess 33-discrete emotions (DEAL; Smith & Kirby, 2010). Participants ranked, on a Likert scale (0-9; not at all – extremely) how much they felt each emotion at the present time. The emotions were presented in clusters containing 1 – 3 words. We pilot-tested the videos using a modified version of the DEAL (assessing happiness, amusement, gratitude, tranquility, anger, fear, sadness, disgust, embarrassment, and boredom). See Appendix A for these items. Study data were collected and managed using REDCap electronic data capture tools hosted at Vanderbilt University. REDCap (Research Electronic Data Capture) is a secure, web-based application designed to support data capture for research studies, providing: 1) an intuitive interface for validated data entry; 2) audit trails for tracking data manipulation and export procedures; 3) automated export procedures for seamless data downloads to common statistical packages; and 4) procedures for importing data from external sources (Harris et al., 2009). Videos. The participants watched 5 videos. The amusing videos were a clip from the film, Bridesmaids (2:18 min) and a clip from the television show, Scrubs (2:29 min). The boring videos were a clip from a woodshop tutorial (2:30 min), a clip from a movie about an ecosystem (2:16 min), and a clip from a weather report (2:29 min). Video Camera. While the participants watched the videos they were also recorded using a video camera to mimic the environment of the main/experimental study. Procedure Upon entering the lab the participant was seated at the computer. The experimenter told the participant the purpose of the current study is to test materials, which will be used in future studies to elicit emotions. The experimenter then told the participant that we are trying to identify a really funny/amusing video and a really boring/uninteresting video. The experimenter then gave the participant the consent form and instructed the participant to read LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 12 through the form thoroughly, ask any questions that may arise, and then to sign it. The experimenter collected and stored the signed consent form. The experimenter then instructed the participant to complete the designated online questionnaire (modified DEAL) in order to assess the participant’s perceptions when he/she entered the lab. After the participant finished the questionnaire the experimenter set up the first video, turned on the video camera, and left the room. The order in which the participants watched the video was randomized using an online randomizer. After the participant finished the video the experimenter pulled up the corresponding questionnaire (modified DEAL). After the participant finished the questionnaire the experimenter set up the next video, and then the corresponding questionnaire afterwards. This procedure repeated until all five videos and questionnaire were completed. The experimenter then pulled up the ranking questionnaire so the participant could rank the funny/amusing videos and rank the boring/uninteresting videos. See Appendix B for a full script of the study. Results All of the participants’ DEAL ratings were averaged for each emotion in order to identify which video elicited the highest amusement score average and which video elicited the highest boredom score average. Results showed that the Bridesmaids video was more amusing to participants compared to the Scrubs video. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 13 Figure 1. Mean Scores for DEAL Rating Post-Bridesmaids Video. Results show the Weather Report video was the least amusing/most boring video to participants compared to the Woodshop Tutorial video and the Ecosystem video. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 14 Figure 2. Mean Scores for DEAL Rating Post-Weather Report Video. MAIN STUDY METHODS Participants A total of 136 undergraduate students, between the ages of 18 – 22, at Vanderbilt University (82 females, 54 males) participated in the experiment in exchange for course credit. Participants were recruited through the Department of Psychology’s subject pool (SONA software system). The SONA title was “Social Perception” in order to mask the true purpose of the study. All participants gave informed consent to participate in the study. Materials The Discrete Emotion Adjective List (DEAL). After giving informed consent and after completion of the stressor task the participants completed the DEAL. This survey is meant to assess 33-discrete emotions (DEAL; Smith & Kirby, 2010). Participants ranked, on a Likert scale (0-9; not at all – extremely) how much they felt each emotion at the present time. The emotions were presented in clusters containing 1 – 3 words. The DEAL was administered on a computer through REDCap (Research Electronic Data Capture) (Harris et al., 2009). See Appendix A for the DEAL used in this study. Videos. This study utilizes two videos. The amusing video was a video clip from the film, Bridesmaids (2:18 min). The neutral video was a video clip of a weather report (2:29 min). We used the funny video that maximized amusement in participants and we used the neutral video that minimized amusement in participants. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 15 Video Camera. While the participants watched their assigned video they were also recorded using a video camera. The participants were given the instructions to either convince an observer that the video they are watching is amusing or convince the observer the video they are watching is uninteresting and bland. J-Word Stressor Task. Participants were told to list as many words, excluding pronouns, as they can starting with the letter “J” in 2-minutes. Participants were told, “The average Vanderbilt undergraduate can list about 30-words in 2-minutes.” The J-words were tallied and the number of repeated words, pronouns, and non-words were noted as “error-words.” The error-words were subtracted from the tallied J-words to create a total J-word count. Audio Recorder. During the stressor task, the participants were recorded using a computerrecording device called Amadeus. The experimenter also used a pen and paper to record how many target words the participant produces during the task. Design This study used a 2x2 between-subjects design. The independent variables were the type of video and designated instructions for expressivity. Participants were randomly assigned to 1 of 4 conditions. The 4 conditions were neutral video – express disinterest/boredom (n=31; 15 males, 16 females), neutral video – express amusement (n=33; 12 males, 21 females), amusing video – express disinterest/boredom (n=40; 19 males, 21 females), and amusing video – express amusement (n= 32; 8 males, 24 females). The dependent variables were the amusement, positive affect, and negative affect ratings from the DEAL. Procedure Upon entering the lab the participant was seated at a computer. The experimenter told the participant the purpose of the study is to examine social perception, the process by which LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 16 people make judgments and inferences about others, and the different types of cues people use to make social judgments. Experimenters used this cover story to mask the true purpose of the experiment and to avoid any potential biases. After the experimenter gave a fairly detailed explanation of social perception and how we are testing it in this experiment the experimenter gave the participant the consent form. The experimenter instructed the participant to read through the form thoroughly, ask any questions that may arise, and then to sign it. The experimenter collected and stored the signed consent form. The experimenter then instructed the participant to complete the designated online questionnaire in order to assess the participant’s perceptions when he/she entered the lab. Participants were informed that they would take this same survey at the end of the experiment. Participants were then instructed to notify the experimenter when they completed the survey. The experimenter then revealed the assigned video (either amusing or neutral) on the computer. The experimenter instructed the participant to watch this video and to either convince an observer that the video is amusing and funny or convince an observer that the video is uninteresting and bland. The experimenter then went over to the video camera, instructed the participant that he/she can begin when the experimenter had left the room and closed the door, and then pressed record. After the participant notified the experimenter that the video was complete the experimenter then administered the stressor task. The task was presented as a verbal fluency task in order to mask the true purpose of the activity. The experimenter told participants that they will have to name as many words beginning with the letter “J” that they can in 2-minutes. The experimenter said that the average Vanderbilt student could list about 30 J-words in this time frame. This statement is incorrect, but it contributed to the stressful atmosphere of the LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 17 activity. The experimenter then audio-recorded the task as well as recorded the number of Jwords on a piece of paper. Once the stressor task was complete the participant was instructed to fill out the questionnaire once again in order to make comparisons between his/her previous responses. After completion of the questionnaire the participant was debriefed and informed of the true purpose of the study, which was to observe the buffering effects of laughter and amusement and the distinction between the two. See Appendix C for a full script of the study. To compute the positive affect score on the DEAL, the following items were compiled: 4 (relieved, unburdened), 5 (tranquil, calm, serene), 7 (determined, persistent, motivated), 8 (love, affection), 9 (amused), 10 (grateful, appreciative, thankful), 11 (interested, engaged), 13 (hopeful, optimistic), 16 (proud, triumphant), 18 (compassionate, empathetic), 22 (awed, wondrous, amazed), 24 (joyful, happy, eager), 25 (eager, enthused, excited), 27 (satisfied, content). Participants’ ratings of these items were summed to get an overall positive affect score. The positive affect score had high reliability (14 items; a = 0.90). To compute the negative affect score on the DEAL, the following items were compiled: 2 (guilty, culpable), 3 (defeated, resigned, beaten), 6 (schadenfreude), 12 (mad, angry, annoyed), 14 (bored, detached, uninterested), 15 (nervous, anxious, apprehensive), 17 (afraid, frightened, scared), 19 (sad, downhearted, blue), 20 (ashamed, disgraced), 21 (disgusted, repulsed, revolted), 26 (embarrassed, humiliated). Participants’ ratings of these items were summed to get an overall negative affect score. The negative affect score had high reliability (11 items; a = 0.89). In order to compute inter-rater agreement scores we randomly assigned 3 raters, from a pool of 8 total raters, to score each participant video using a Likert scale from 1-7 on how amused the participant seemed and how genuine the participant seemed. The sound on the LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 18 videos was removed in order to mask what condition the participant was in. The raters were trained on what were good examples of high amusement and high genuineness and what were poor examples. High amusement was defined as sustained laughter and smiling. Low amusement was defined as sustained bored or blank facial expressions. High genuineness was defined as consistent facial expressions and consistent focus (eye gaze) on the video. Low genuineness was defined as inconsistent displays of emotion (infrequent spurts of laughter followed by blank facial expression) as well as eye contact with the video camera or other aspects of the room. We measured inter-rater agreement, rather than inter-rater reliability because of the nature of the unbalanced design, the several raters, and the fact that not every video was scored by every rater. Agreement parameters assess the measurement error in repeated measures (related to variability), while reliability parameters assess how distinguishable participants are, notwithstanding the measurement errors (de Vet et al, 2006). Fleiss’s kappa produced a very high rater agreement in regards to how amused participants seemed ( =0.924), but low rater agreement in regards to how genuine participants seemed ( =0.350). This low rater agreement for genuine scores is most likely due to individual’s differing opinions on what qualifies as “genuine”. It is fairly obvious to tell when someone is amused, whereas it is more difficult to assess when a person is genuine. This is a current limitation in our study. Research Hypotheses Buffering Effect (Laughter vs. Amusement). To restate our hypotheses, we hypothesized that those participants who watched the amusing video and who were given amusing instructions would be least stressed by the J-word stressor task, and therefore would have lower negative emotions ratings than those in other conditions. In terms of a 2x2 ANOVA, this would signify a LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 19 significant interaction between video type and instruction type. We hypothesized that those participants who watched the amusing video and who were given the boring instructions would have significantly different negative affect ratings than those participants who watched the boring video and who were given the amusing instructions. In terms of a 2x2 ANOVA, those who watched the boring video and were given the boring instructions would experience the least amount of buffering (highest negative affect) and there would most likely be a main effect of video type (based on pilot data) and possibly instruction type. RESULTS Behavioral Outcomes We analyzed the results of this 2x2 between subjects design using two-way ANOVAs. Results indicate that there was a significant main effect of condition on raters’ scores of participants’ apparent amusement (F(1, 134) = 22.80, p < 0.001). Participants who watched the amusing video and were given the amusing instructions and participants who watched the boring video and were given the amusing instructions had significantly higher amusement scores than participants who watched the amusing video and were given the boring instructions and participants who watched the boring video and were given the boring instructions (Table 1). This was a successful manipulation check, since we expected that those participants who were given the instructions to act amused would be laughing and smiling. Results indicate that there was a significant main effect of condition on raters’ scores of participant’s apparent genuineness (F(1, 134) = 4.23, p < 0.05). Perceived genuineness was higher for those who watched the amusing video and were given the amusing instructions than for those who watched the boring video and were given the amusing instructions (Table 1). This was to be expected because LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 20 participants in the former condition were instructed to behave in accordance with amusement, while those in the other condition were not. Table 1 Mean Amusement Scores and Genuine Scores Across Conditions Condition Mean Amusement Score Boring Video/Boring Instructions 1.10 Boring Video/Amusing Instructions 5.87 Amusing Video/Boring Instructions 1.18 Amusing Video/Amusing instructions 5.86 Mean Genuine Score 5.10 5.42 4.86 6.17 Similarly, those who watched the boring video and were given the boring instructions were instructed to behave in accordance with boredom/disinterest and those who watched the amusing video and were given the boring instructions were instructed to behave not in accordance with their internal amusement. This is reflected in the genuine scores (Table 1). In regards to the J-word stressor task, there was no significant main effect of condition on number of total J-words (F(1, 133) = 1.43, p > 0.10). There was also no significant main effect of condition on total number of error words (F(1, 133) = 1.62, p > 0.10). Emotional Outcomes Amusement, positive affect, and negative affect were analyzed in order to assess the effects of video type and instruction type. ANOVA results indicate that amusement scores at baseline differed significantly (F(1,133) = 6.82; p < 0.05) as well as positive affect scores at baseline (F(1,131) = 4.31; p < 0.05). Negative affect scores at baseline did not differ significantly (F(1,133) = 2.32; p > 0.05). Results of a 2x2 ANCOVA with baseline amusement scores as a covariate indicate that there is a significant main effect of instruction type on amusement (F(1,130) = 6.57; p < 0.05). Results indicate that participants who watched the boring video and were given the amusing instructions (condition 2) (t(32) = 2.91; p < 0.01) and LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 21 participants who watched the amusing video and were given the amusing instructions (condition 4) (t(31) = 4.71; p < 0.001) experienced significant increases in amusement post-stressor (Figure 3). There is, however, no significant main effect of video type on amusement or a significant interaction between video type and instruction type on amusement. Figure 3. Mean DEAL Amusement Difference Scores for all Conditions. There is a significant mean difference between the post-stressor amusement scores of those who watched the boring video and were given amusing instructions (condition 2) and those who watched the amusing video and were given the amusing instructions (condition 4) (t(64) = 0.02); those who watched the boring video and were given the amusing instructions had significantly higher post-stressor ratings of amusement, even though the difference score is smaller. Results of the 2x2 ANCOVA with baseline positive affect scores as a covariate indicate that there is a significant main effect of instruction type on positive affect scores (F(1,126) = 7.72; p < 0.01). Results indicate that all participants experienced decreased positive affect poststressor. Participants who watched the boring video and were given boring instructions (t(28) = LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 22 -4.70; p < 0.001), participants who watched the boring video and were given amusing instructions (t(32) = -2.31; p < 0.05), participants who watched the amusing video and were given boring instructions (t(36) = -6.90; p < 0.001), and participants who watched the amusing video and were given amusing instructions (t(30) = -3.98; p < 0.001) all experienced significantly less positive affect after the stressor task (Figure 4). This was to be expected due to the stress of the J-word task. Figure 4. Mean DEAL Positive Affect Difference Scores for all Conditions. Results indicate that those who watched the boring video and were given amusing instructions (condition 2) had significantly more positive affect post-stressor than those who watched the amusing video and were given boring instructions (condition 3) (t(62) = 2.42; p < 0.05). There was, however, no significant main effect of video type or a significant interaction between video type and instruction type on positive affect. Results of a 2x2 ANCOVA with baseline negative affect scores as a covariate indicate that there is no significant main effect of video type or instruction type on negative affect and there is no significant interaction between the two. Participants did experience significantly LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 23 more negative affect post-stressor. Participants who watched the boring video and were given boring instructions (t(30) = 4.30; p < 0.001), participants who watched the boring video and were given amusing instructions (t(32) = 3.26; p < 0.01), participants who watched the amusing video and were given boring instructions (t(36) = 5.66; p < 0.001), and participants who watched the amusing video and were given amusing instructions (t(30) = 3.35; p < 0.01) all had significantly more negative affect after the stressor task (Figure 5). This makes logical sense due to the stress of the J-word task. Figure 5. Mean DEAL Negative Affect Difference Scores for all Conditions. There was no significant difference between the negative affect scores of those who watched the boring video and were given the amusing instructions (condition 2) and those who watched the amusing video and were given the boring instructions (condition 3) (t(64) = -0.12; p > 0.05), which was not expected. We expected a significant difference, which would have allowed us to identify if laughter or amusement is essential to less negative affect. Based on these results, we cannot make any claims in regards to this. There was also no significant difference between the negative affect of those in the boring video/boring instruction condition (condition 1) vs. boring LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 24 video/amusing instruction condition (condition 2) (t(61) = 1.88; p > 0.05) or those in the boring video/boring instruction condition (condition 1) vs. amusing video/boring instruction condition (condition 3) (t(56) = 1.93; p > 0.05). There was, however, a significant difference between the negative affect of participants who watched the boring video and were given the boring instructions (condition 1) and of participants who watched the amusing video and were given the amusing instructions (condition 4) (t(56) = 2.37; p < 0.05). Because there was no significant difference between these conditions’ baseline negative affect scores this points to a stress buffering effect of laughter and amusement together, versus the control. This partially supports our hypothesis that those who watched the amusing video and received amusing instructions would have significantly less negative affect than those in all conditions. There was, however, no significant difference between those participants’ negative affect in this condition and those in the boring video/amusing instructions condition (condition 2) (t(62) = 0.39; p > 0.05) and the amusing video/boring instructions condition (condition 3) (t(68) = 0.57; p > 0.05). Because of the significant difference between the negative affect scores of those in the control condition and those in the amusing video/amusing instruction condition, we can deduce that there is some sort of buffering effect occurring. DISCUSSION This study examined the buffering effects of laughter and amusement. While we did not observe a buffering effect of sole laughter or a buffering effect of sole amusement, we did observe a buffering effect of laughter and amusement together (amusing video/amusing instructions), based on mean differences. This points to the conclusion that perhaps laughter and amusement have to co-occur in order to protect people against the negative affect that stress induces. Perhaps we did not observe a buffering effect of sole amusement because telling a LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 25 participant to act bored or disinterested blunts the positive effects of amusement. Because we did not see any significant main effect of video type, even though our pilot test results indicated that the Bridesmaids clip is highly amusing, we can suppose that encouraging someone to suppress amusement cancels out the amusement they feel from the video alone. Such instructions could affect a person’s emotional experience. The significant increase in amusement and positive affect post-stressor task for those in conditions that encouraged laughter and smiling and the insignificant change in amusement and positive affect post-stressor task for those in conditions that encouraged bored expressivity and disinterest leads us to conclude that instruction type and expressivity influenced participants’ internal emotions in some way. This additionally shows that laugher in and of itself may cause these positive effects. The current study has a few limitations that require mentioning. As stated earlier, the inter-rater agreement on how genuine participants seemed during the manipulation was low. This is most likely due to discrepant opinions on what represents genuineness. While the raters were trained on what to look for and what were good and bad examples of genuineness it is evident that more specific training should have been implemented. This will be addressed in a follow-up rating analysis. Another limitation is the uneven representation of males across conditions. While conditions 1, 2, and 3 had fairly comparable numbers of male participants, condition 4 (amusing video and amusing instructions) only had 8 male participants (and 24 female participants). Even though the pilot study evidenced that both males and females generally considered the Bridesmaids clip an amusing video, there may be gender differences in regards to abiding by the amusing instructions. Based on the current data there is no significant gender difference, but higher male numbers could reveal significance. It is possible females in general laugh more in response to the instructions than males do or vice versa. Therefore the LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 26 uneven gender makeup of this condition is a limitation in our analysis. This limitation will be addressed by further data collection until all conditions have comparable male and female representation. If instructing someone to act bored and unamused dilutes that person’s internal experience of amusement, our method to isolate amusement should be modified. Rather than telling participants to behave as though what they are watching is extremely boring and bland, we could tell participants to not outwardly express what they are feeling. This would be a more neutral instruction and would not encourage participants to actively suppress their amusement. Perhaps then we would observe a buffering effect of sole amusement. And in terms of further examining this effect of instruction (expressivity) on amusement and positive affect, it would be interesting to see if instructions can damper the experience of other emotions as well. Further exploring the findings found in this experiment will allow for a greater understanding of how instructions, amusement, and laughter affect our experience of stress. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 27 References Bovier, P. A., Chamot, E., & Perneger, T. V. (2004). Perceived stress, internal resources, and social support as determinants of mental health among young adults. Quality of Life Research, 13(1), 161-170. Cohen, S., & Wills, T. A. (1985). Stress, social support, and the buffering hypothesis. Psychological Bulletin, 98(2), 310-357. de Vet, H. C.W., Terwee, C. B., Knol, D. L., & Bouter, L. M. (2006). When to use agreement versus reliability measures. Journal of Clinical Epidemiology, 59(10), 1033-1039. Ellsworth, P. C., & Smith, C. a. (1988). Shades of joy: Patterns of appraisal differentiating pleasant emotions. Cognition & Emotion, 2(4), 301–331. Fredrickson, B. L. (2001). The role of positive emotions in positive psychology: The broadenand-build theory of positive emotions. American Psychologist: Special Issue, 56, 218226. Fredrickson, B. L., & Levenson, R. W. (1998). Positive emotions speed recovery from the cardiovascular sequelae of negative emotions. Cognition & Emotion, 12(2), 191-220. Harris, P. A., Taylor, R., Thielke, R., Payne, J., Gonzalez, N., Conde, J. G. (2009). Research electronic data capture (REDCap) - A metadata-driven methodology and workflow process for providing translational research informatics support. J Biomed Inform, 42(2), 377-381. Kaplan, S. A., Madden, V. P., Mijanovich, T., & Purcaro, E. (2013). The perception of stress and its impact on health in poor communities. Journal of Community Health, 38(1), 142149. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 28 Ko, H. J., & Youn, C. H. (2011). Effects of laughter therapy on depression, cognition and sleep among the community‐dwelling elderly. Geriatrics & Gerontology International, 11(3), 267-274. Kuiper, N. A., & Martin, R. A. (1998). Laughter and stress in daily life : Relation to positive and negative affect. Motivation and Emotion, 22(2), 133 – 153. Martin, R. A. (2002). Is laughter the best medicine? Humor, laughter, and physical health. Current Directions in Psychological Science, 11(6), 216–220. Pe, M. L., & Kuppens, P. (2012). The dynamic interplay between emotions in daily life: Augmentation, blunting, and the role of appraisal overlap. Emotion (Washington, D.C.), 12(6), 1320–1328. Seaward, B., & Academy of Orthopaedic, S. A. (2000). Negative Effects of Stress. Managing Stress in Emergency Medical Services (pp. 13-25). Burlington: Jones & Bartlett. Seligman, M. E. P., & Csikszentmihalyi, M. (2000). Positive psychology: an introduction. American Psychologist, 55(1), 5–14. Skevington, S. M., & White, A. (1998). Is laughter the best medicine?. Psychology and Health, 13(1), 157-169. Smith, C. A., & Lazarus, R. S. (1990) Emotion and adaptation. In L. A. Pervin (Ed.), Handbook of Personality: Theory and Research (pp. 609-637). New York: Guilford. Wagner, A. W., Wolfe, J., Rotnitsky, A., Proctor, S. P., & Erickson, D. J. (2000). An investigation of the impact of posttraumatic stress disorder on physical health. Journal of Traumatic Stress, 13(1), 41-55. Yovetich, N. A., Dale, T. A., & Hudak, M. A. (1990). Benefits of humor in reduction of threatinduced anxiety. Psychological Reports, 66(1), 51-58. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 29 APPENDIX A DEAL Below are a number of clusters of adjectives that describe different emotions or feelings. Each group of adjectives is meant to get at a SINGLE basic feeling or emotion. Please indicate the extent to which each cluster of adjectives characterizes the way you feel RIGHT NOW. Please use the nine-point scale depicted below. Indicate your ratings by writing the appropriate number (1 to 9) in the space provided next to EACH cluster of adjectives. 1------2------3------4------5------6------7------8------9 generally does not generally characterizes generally characterizes characterize my my feelings my feelings feelings at all somewhat extremely well Rating 1) _______ surprised astonished 10) _______ grateful appreciative thankful 2) ______ guilty culpable 11) _______ interested engaged 3) ______ defeated resigned beaten 12) _______ mad angry annoyed 4)________ relieved unburdened 13)_______ 5) _______ tranquil calm serene 14) _______ bored detached uninterested 6) _______ schadenfreude (pleasure at someone else’s misfortune) 15) _______ nervous anxious apprehensive 7) _______ determined persistent motivated 16) _______ proud triumphant 8) _______ love affection 17) _______ afraid frightened scared 9) _______ amused 18) _______ compassionate empathetic hopeful optimistic LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 30 1------2------3------4------5------6------7------8------9 generally does not generally characterizes generally characterizes characterize my my feelings my feelings feelings at all somewhat extremely well Rating 19) _______ sad downhearted blue 24) _______ joyful happy glad 20)_______ ashamed disgraced 25)_______ eager enthused excited 21)_______ disgusted repulsed revolted 26)_______ embarrassed humiliated 22) _______ awed wondrous amazed 23) _______ lust desire attraction 27) _______ satisfied content LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 31 APPENDIX B VIDEO PILOT SCRIPT Before Participant Arrives 1. Turn on the Mac computer in the front room. 2. Check the Participant Sheet to see what order the participant should watch the videos in. 3. Check on the Participant Sheet to see what Participant Number this participant is. 4. On the computer pull up the Bookmarks (in the correct order – from participant sheet) in Firefox that read PRE-DEAL PILOT, DEAL WEATHER REPORT, DEAL BRIDESMAIDS, DEAL ECOSYSTEM, DEAL SCRUBS, DEAL WOODSHOP, and PILOT RANKING (PRE-DEAL PILOT should always be first and PILOT RANKING should always be last). a. Example: Participant Sheet reads that Participant #1 will watch the videos in this order: 25134. I will pull up the PRE-DEAL PILOT tab first, then DEAL BRIDESMAIDS, DEAL ECOSYSTEM, DEAL WEATHER REPORT, DEAL WOODSHOP, DEAL SCRUBS, and then PILOT RANKING. 5. On all of the questionnaires type in the Participant Number on the first page (example: the first participant will be 1, the seventh participant will be 7). Press next page and leave it. 6. Open a new webpage on a different tab in order to mask the questionnaires until it is time for the participant to fill it out. 7. Make sure the folder labeled “Videos” is on the Desktop of the computer. 8. Angle the video camera appropriately so that it faces the participant, and NOT the computer screen. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 32 9. Get a consent form from the bottom drawer of the short file cabinet in the testing room (front room with Mac computer). Place the consent form next to the computer with a pen. With Participant 1. [as Participant enters the lab] Hello, are you here for our study? Lead participant over to Mac computer. Please take a seat here and get settled in. 2. So in this study we are pilot testing videos, which we will use in future studies to elicit emotions. We need to find a really funny/amusing video and a really uninteresting/boring video. You are going to watch five videos and fill out a questionnaire after each video. Please provide us with your honest ratings on the types of emotions the videos evoke. We will be video recording you to see your facial expressions while watching the videos. 3. Please read through this consent form and sign it. Let me know if you have any questions. Baseline 1. You are now going to fill out this questionnaire so we can get your baseline emotion. Please notify me when you are done. 2. Click on the PRE-DEAL PILOT tab. Videos 1. [When the participant has finished the pre-deal] Open the folder labeled “Videos” on the Desktop of the computer. 2. You are going to watch this video first. Click on the first video (Example: participant 1 will watch Bridesmaids first). Put the video in FULL SCREEN. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 33 3. I am now going to turn on the video camera. 4. Turn on the video camera. Make sure the video camera is angled on the participant. 5. Please notify me when you are finished watching the first video. You can click play when you are ready. 6. When participant is finished watching the video, click on the questionnaire that corresponds to the video. 7. Let me know when you are finished with this questionnaire. 8. When the participant is finished, open the next video (repeat this process for all videos) 9. When the participant is finished, open the next questionnaire (repeat this process for all questionnaires) 10. When the participant is finished with the fifth questionnaire, turn off video camera. 11. Now I am going to have you rank-order the videos. Please answer this questionnaire and let me know when you are finished. 12. Click on the PILOT RANKING tab. 13. When participant is finished: a. The study is now complete. Thank you for your time! When Participant Leaves 1. Sign the consent form and lock it in the middle drawer of the short file cabinet in the testing room (front room with Mac computer). The keys should be on the shelf above the cabinet. 2. Plug the video camera into the Mac computer (using the USB cord). It also needs to be plugged into the power adapter (which is plugged into the wall to the right of the computer). LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 34 3. Open up the canon drive on the desktop and click on the video icon. 4. Scroll to the clip of the participant you just ran and open it in Quicktime. 5. Save the Quicktime file to the desktop in the folder labeled “pilot clips”. Label it as “Participant #” (Example: the first participant’s clip was labeled “Participant 1”) 6. Exit out of Quicktime. 7. Eject video camera. Make sure that it is charged for the next participant. You can delete some of the video clips to make room on the camera AS LONG as they are uploaded to the computer. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 35 APPENDIX C MAIN STUDY SCRIPT Before Participant Arrives 1. Put “Please knock sign.” On the door. 2. Turn on the Mac computer in the room the participant will be sitting in. 3. Refer to participant info sheet to determine participant ID number and condition. 4. On the Mac computer pull up the Bookmarks in Firefox that read Pre-DEAL NK (baseline emotion) and Post-DEAL NK. 5. On the first page of the Pre-DEAL fill out the appropriate information and click next page. Open a new webpage on a different tab in order to mask the questionnaire until it is time for the participant to fill it out. 6. On the Mac computer pull up the assigned video on the Desktop, labeled either VIDEO 1 (amusing video) or VIDEO 2 (neutral video). Cover the video with the Firefox browser window. 7. Retrieve a consent form and place it in front of the computer with a pen. 8. Angle the video camera appropriately so that it faces the participant, and NOT the computer screen. 9. Open audio recording application on the Mac. a. Save the file as ‘Subject#’J in the desktop folder called J-task files. 10. Put on lab coat. Baseline 14. [as Participant enters the lab] Hello, are you here for our study? Lead participant over to Mac computer. Please take a seat here and get settled in. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 36 15. So in this study we are examining social perception. Social perception means the way in which people make judgments and inferences about others. In other words, when we are observing or interacting with another person, we make judgments about that person based on his/her body language, facial expressions, tone of voice, etc. We’re specifically interested in the types of cues people use to make social judgments. During this study, you’ll be doing a couple of different activities that will help us better understand these processes. First, you’re going to be asked to behave in a certain way while being videotaped. Specifically, you’re going to watch a film clip, and, no matter what it is, you’re going to try to persuade the viewer that what you are watching is really boring and uninteresting (or hilarious and amusing — based on what condition the participant is assigned to). In a separate phase of the study, another person is going to watch that videotape we make of you, and we are going to examine his/her interpretation and perception of your body language, facial expressions, noises, etc. After you watch the video and we record your behavior, you’ll be performing a cognitive task related to social perception. 16. [pick up consent form on the desk and hand it to the participant] Please read through this consent form and ask me any questions that you have. Once you have done so, please sign the form. I will be in the next room so just speak up when you are done. 17. [collect consent, sign page, and insert completed form into manila envelope]. Okay, before we get started, we want to make sure how you behave while being videotaped is only motivated by the instructions you are given, and not by any other perceptions of your current environment or internal state when you entered the lab. So we’d like you to fill out this questionnaire about your current thoughts before we begin. You will also LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 37 complete this same questionnaire at the end of the study. Please let me know when you have completed the questionnaire. Click on the Pre-DEAL NK tab to reveal the survey. Mood Induction 1. You are now going to watch the video. During this video we want you to use different persuasion techniques and strategies to try and convince an observer of something. Depending on assigned condition the script is as follows: a. Amusing/funny expressivity: While you watch this video, try and convince an observer that the video you are watching is very amusing and funny to you. Regardless of your internal feelings towards the content of the video, use your behavior to convince the observer. The video camera can only see you, not the actual video. Use any facial expressions, noises, and/or bodily movements in order to portray as effectively as possible that this video is extremely humorous. b. Uninteresting/bland expressivity: While you watch this video, try and convince an observer that the video you are watching is very uninteresting and bland to you. Regardless of your internal feelings towards the content of the video, use your behavior to convince the observer. The video camera can only see you, not the actual video. Use any facial expressions, noises, and/or bodily movements in order to portray as effectively as possible that this video is boring. 2. Minimize the Firefox window to reveal the video. 3. Walk over to the video camera. You can begin the video when you are ready. Please notify me when the video is over. I am now going to press record on the video camera. 4. Press record on the video camera. Stressor LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 38 1. Gather notepad and pen in order to administer J-word task. We are now going to have you complete a verbal fluency test. Research shows that those with higher verbal fluency have more control over and are more able to manipulate their facial expressions and body language effectively and realistically. For the next two minutes, I would like you to list as many words that begin with a certain letter that you can think of. This has been shown in previous research to be a good measure of verbal fluency. In our lab, we’re interested in measuring perceptions of and responses to this task. Just so you know, the average Vanderbilt undergraduate can list about 30 words. I’ll be recording your responses as you go. Please do not use any proper nouns. Click on the recording application on the Mac computer. Start recording. 2. Your specific letter will be J. You may begin when I say “begin.” 3. Begin! 4. Tally the number of words the participant lists using the notepad. Pay attention to the time on the recording application. 5. [After the 2-minutes is complete] Okay now I am going to have you fill out the same questionnaire as before once more. Please let me know when you are finished. Click on the Post-DEAL NK tab to reveal the questionnaire. Debriefing Script 1. The study is now complete. I will now debrief you on the purpose of the study. There is currently a lot of hype surrounding laughter therapy and adaptive humor styles in the world of psychology. The purpose of this experiment is to pinpoint what is driving the positive effects of laughter. So we are examining if it is the emotion of amusement, the sole physical act of laughing, or a combination of both that is driving these positive LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 39 effects (such as protection against stress, and increased well-being). We have 4 conditions in this study. One group of participants watches the neutral video and is instructed to behave as if it is boring/uninteresting (this is the no amusement | no laughter condition), one group of participants watches the neutral video and is instructed to behave as if it is humorous/amusing (this is the no amusement | laughter condition), one group of participants watches the funny video and is instructed to behave as if it is uninteresting/boring (this is the amusement | no laughter condition), and one group of participants watches the funny video and is instructed to behave as if it is humorous/amusing (this is the amusement | laughter condition). [Now say which condition the current participant was in]. We hypothesize that the participants who watch the humorous video and who laugh will respond less negatively to the J-word task compared to all other conditions. But we are most curious to see the difference between the no amusement | laughter condition and the amusement | no laughter condition. The point is to see what has a bigger positive effect when protecting us against stress: sole amusement or sole laughter. In order to do this we will use your survey responses to compare your baseline emotion to your emotion after the stressor task, which we masked as the J-word verbal fluency. 2. Additionally, we fabricated that the average Vanderbilt undergraduate can list about 30 J-words in 2 minutes. This information was meant to add to the stress of the task. 3. Do you have any questions? Comments? Concerns? Thank you for participating in our study! When Participant Leaves 1. Grant the participant credit on SONA. LAUGHTER AND AMUSEMENT’S BUFFERING EFFECT 40 2. Sign the consent form and lock it in the middle drawer of the short file cabinet in the testing room (front room with Mac computer). The keys should be on the shelf above the cabinet. 3. Plug the video camera into the Mac computer (using the USB cord). It also needs to be plugged into the power adapter (which is plugged into the wall to the right of the computer). a. Open up the canon drive on the desktop and click on the video icon. b. Scroll to the clip of the participant you just ran and open it in Quicktime. c. Save the Quicktime file to the desktop in the folder labeled “pilot clips”. Label it as “Participant #” (Example: the first participant’s clip was labeled “Participant 1”) d. Exit out of Quicktime. e. Eject video camera. Make sure that it is charged for the next participant. You can delete some of the video clips to make room on the camera AS LONG as they are uploaded to the computer.