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Running head: EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

The Effect of Music on Biopsychological Response Elicited by a Horror Video Game


Amanda M. Cordero and Angela Lorenzana
West Career and Technical Academy

Author Note
Amanda M. Cordero, Biomedical Sciences, West Career and Technical
Academy; Angela Lorenzana, Biomedical Sciences, West Career and Technical
Academy.
Correspondence concerning this article should be addressed Amanda M. Cordero,
Biomedical Sciences, West Career and Technical Academy, Las Vegas, Nevada, 89135.
Contact: amandac780@westcta.ccsd.net

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

We recommend this thesis prepared under our supervision by


Amanda M. Cordero and Angela Lorenzana
entitled
The Effect of Music on Biopsychological Response Elicited by a Horror Video Game
be accepted in partial fulfillment of the requirements of
Senior Research Project
Biomedical Sciences

Mr. Gonzales, Program Teacher


Mr. Rash, Program Teacher

May 2015

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Acknowledgments
This project would not have been possible without the support and encouragement
we received from our Program Teacher, Mr. Gonzales. We have benefited greatly from
the help of Mrs. Casolari and Ms. Sabasto for allowing us to use their students as subjects
of this project. We are also truly indebted to Mr. Gromney for allowing us to use his
equipment essential for our project. And finally, wed like to thank all the students who
participated in the experiment as well as WCTA.

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TABLE OF CONTENTS
TITLE PAGE...1
PROGRAM COVER PAGEi
ACKNOWLEDGEMENTSii
TABLE OF CONTENTS...iii
LIST OF TABLES...v
LIST OF FIGURES....vi
LIST OF ABBREVIATIONS...vii
ABSTRACT.2
INTRODUCTION...3
MATERIALS AND METHODS.....5
RESULTS........7
DISCUSSION............11
CONCLUSION AND FUTURE WORK......14
REFERENCES..16
TABLES....17
Table 1...17
Table 2...18
Table 3...19
FIGURES.......20
Figure 1..20
Figure 2..21
APPENDICES...22

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VITA......23
Amanda Corderos Resume...23
Angela Lorenzanas Resume.24

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

LIST OF TABLES
TABLE 1

MATERIALS.................17

TABLE 2

AVERAGE BPM OF PARTICIPANT WITHOUT


MUSIC...........18

TABLE 3

AVERAGE BPM OF PARTICIPANT WITH


MUSIC.......19

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LIST OF FIGURES
FIGURE 1

HEART EKG GRAPH OF PARTICIPANT WITHOUT


MUSIC.......20

FIGURE 2

HEART EKG GRAPH OF PARTICIPANT WITH MUSIC


RESULTS......21

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LIST OF ABBREVATIONS
BPM...Beats Per Minute
EKG..Electrocardiogram
WCTAWest Career and Technical Academy

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

Abstract
This research project is designed to test the impact of music, specifically classical music,
on the biopsychological responses created by playing a horror video game. Being a wide genre
among a vast number of video game types, the horror genre is often sub-sectionalized into
categories of varying gameplay. The goal of this experiment is to measure a populations level of
fear by subsequently measuring the heart rates of participants, simultaneously comparing said
levels to the differing environments presented in the gaming atmosphere. From this, the objective
is to determine what sorts of gaming settings elicit a higher sense of fear in the participants. The
results obtained may lead to better-designed video game structures based on emotional
engineering.
In the event that conclusive results show a direct correlation between fear and added
ambiance, further research can be conducted to see the difference between male and female
responses. Other aspects of video game design, such as game mechanics, graphics, and storyline,
can furthermore be tested for emotional response. The project will serve to expand the
knowledge of how certain aspects of video games (graphics, music, etc.) lead to significant
changes in biopsychological chemistry. Continuing research can lead to higher industry
standards in video gaming and further insight into emotional engineering.
Key words: biopsychological, correlation, emotional

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

The Effect of Music on Biopsychological Response Elicited by a Horror Video Game


Introduction
The effect of classical music on the biopsychological response of a person playing a
horror video game has been the main topic of interest when studying the effects of video games
on the responses of a person (Carnagey & Anderson, 2005). Many studies of emotional
engineering were conducted previously. These studies included determining what indicators
were present during the experiment such as heart rate, blood pressure, and amount of sweating.
Other studies have also touched on the relationship between biopsychological responses and the
fight/flight reflex. This experiment will shed some more light on the effect of video games on
biopsychological responses of a person playing a horror game by observing the participants
heart rate during the simulation.
Other experimental studies have been conducted to show the effects of rewarding and
punishing violent actions in video games on later aggression-related variables (Carnagey &
Anderson, 2005). The study showed that rewarding violent actions in the game increased not
only aggressive thinking but also aggressive emotions and behavior. However, by punishing
these violent actions, aggressive emotions did not diminish. Aggressive thinking and behaviors
remained the same. This study shows that certain aspects, in this case rewards and punishment,
illicit a biopsychological response in the players - much like classical music in a horror video
game.
The emotional appeal of violent video games, especially in young males, is a theoretical
explanation for the popularity of violent video games (Jansz, 2005). The gory images along
with the music and sound effects could all be factors for the emotions and violent thoughts of the

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

teenage males. The unfolding of emotions can be just for the pleasure of it; which could explain
the effect of classical music in a horror video game.
Because of the visual appeal of video games of all genres, they have become increasingly
popular in a relative short amount of time (Shinkle, 2008). Video games have the ability to
stimulate the senses immensely. They can augment the senses and modify the relationships
between them (Shinkle, 2009). Biopsychological responses can be observed through the
relationship between the senses and the video game that stimulates it such as the dilation of
pupils or even goosebumps.
The pressures presented by the horror game, in this case classical music, will arouse
certain biopsychological responses, such as heart rate, due to fear. Certain indicators, like
pressing the buttons of the game faster due to the difficulty of the game or the repetition of words
and/or phrases, indicate a change in biopsychological responses (Sykes & Brown, 2003). These
indicators will also shed light on the role and relationship of biopsychological responses during
fight/flight responses. In addition, certain emotional patterns become present due to the graphics,
music, etc. of the video game (Ravaja & Salminen, 2004). Emotional patterns observed during
tested included the constant repetition of words, looking around the room, and, occasionally, the
termination of participating the experiment.
This experiment was, once again, designed to see the effects of music on a participant
playing a horror video game and compare that group to the group who did not have music
present while playing the game. In conclusion, biopsychological responses will manifest in the
form of increased heart rate observed through the EKG graphs and other responses such as
reaction times to stimuli, reactions in the videos due to the emotion caused by the horror video
game and, in this case, the classical music.

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

Materials and Methods


The subjects of this study were originally 30 students from West Career and Technical
Academy, divided in half for experimental and control groups. The subjects are to be within the
16 to 18-age range. However, time only allowed for about 20 participants without the music and
only 15 participants with the music. The 20 participants were only exposed to the video game
without any music and the 15 participants were exposed to the video game with eerie music. The
music was kept constant with each of the participants in the music group. In the original
hypothesis, it was mentioned that the music to be used was classical but then the experiment was
shifted into using eerie music.
First, the game room for the participants will be set up along with a camera from the data
collecting laptop. A total of two stools and a chair with wheels will be needed. The data
collecting laptop will go on the stool on the left and the laptop with the video game will be on the
right stool, which is closest to an outlet for charging. The lights will be turned off once the
participant is ready to play the game and one of the computers will have the game already pulled
up and ready to be played. On designated testing days, specified participants will be brought in to
begin the study; if more than one participant is scheduled for that particular day, then they will
be brought in one at a time and the other participants will wait outside. Before starting,
participants were required to sign the Release Form (see Appendix).
Changes had to be made and it was determined that the Release Form was not necessary.
Most participants had not played this version of the game and therefore had no biased reaction to
the experimental procedures. The testers will then ask the participants to roll up their sleeves
and hold out both arms in front of them. Testers will proceed to apply the EKG stickers provided
by the instructor onto the specific points mentioned on the EKG Machine instructions. The tester

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

will administer each of the EKG stickers on the wrist of the left arm and the wrist of the right
arm as well as on the inside of the elbow of the right arm.
Next, the tester will add the EKG clamps onto the blue flap of the EKG stickers; the red
clamp will go on the EKG sticker on the left wrist, the black clamp on the EKG sticker on the
right wrist, and the green clamp on the EKG sticker on the inside of the right elbow. After
prepping the participant with the EKG machine, the testers will explain that their heart rate and
reactions will be recorded. The testers will also explain that the participants will have to press the
pause button for the LoggerPro program once he or she has been terminated in the game. The
participant will then begin the simulation once the testers leave the room. While the participants
are in the testing room, the testers and other individuals in the laboratory or around the testing
room will be asked to keep quiet while the simulation is occurring.
Participants will play one round of Five Nights at Freddys with or without the classical
music, depending on what experimental group was assigned to them. After the participant has
played one round of the video game, they will press the pause button, call for the testers, and the
testers will enter the room once again and save the heart rate data as well as the reaction video.
For the sake of the data, testers will save extra copies of the EKG results for each subject that
participated in the experiment. This procedure will be repeated with remaining participants,
gathering the EKG data and reaction videos as needed. Once there is enough reaction footage,
testers will not have to continue collecting reactions.
The study will utilize various technologies available at West Career and Technical
Academy to perform the test. Results will be gathered from said instruments and compiled into a
concluding slide presentation with added video documentation. The rest of the materials needed
are listed in Table 1, with quantities and sources of acquisition.

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

Results
At the end of this investigation, it was observed that the participants without music had
an average BPM of around 90 at rest, which can be seen in Table 2. Participants without music
peaked at around 110 BPM during exposure to the horror video game. Participants with the
music were fairly constant across the board. These participants had a lower BPM of 86 with the
music and peaked at around 105 BPM during exposure to the game, which can be observed in
Table 3. The hypothesis of this experiment was originally if exposed to an environment of
classical music during gameplay, then a player will experience a decreased biopsychological
response than if they were to play without the added music. However, there was a shift in focus
and it was decided that the path of investigating the comforting side of the music was the best
way to go.
Figure 1 demonstrates an EKG graph of a participant with music. This graph exhibits a
particular participant with music after testing was done. One can see that the graph is
approximately symmetrical, indicating that there werent as many peaks as observed in Figure 2.
According to the data, there is evidence that suggests that the music did indeed have an effect on
heart rate. The music actually lowered it. However, it needs to be noted that during the second
half of the experiment, there was a different approach and the classical music was shifted
towards a musical choice that geared towards a frightening mood rather than a calming mood.
This may or may not have affected the results achieved.
Figure 2 demonstrates an EKG graph of a participant without music. This graph exhibits
a particular participant without music after testing was done. As one can see, peaks are observed
towards the beginning and end of the experimentation. This data can be interpreted as the
participant being under stress (the thought of playing a horror video game), then having a calm

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

period during the middle of the graph which indicates the participant was in the middle of the
game, then have a peak at the end of the game where they were terminated under conditions of
the game or, simply put, having died in the game. These peaks were much more higher than
those of the participants with music.
There was an observable pattern present that demonstrated that the music comforted
the individuals participating in the experiment with music. This pattern was observed sooner than
anticipated. After starting the second group, the group with music, the pattern was observed at
five participants rather than the predicted 30 participants. This group had an overall lower
average BPM rate than the group without the music. The group without the music experienced
the most fear as indicated by the higher BPM rates. This can be due to the ambiance of the game
and not having a distractor from the game. The group without the music was found to have had
more of the behavioral indicators mentioned before. The group with the music sat more still than
the group without the music, as observed through the reaction videos.
Data other than quantitative data was observed as well. The participants who did not have
any music playing while exposed to the video game were more afraid than the participants who
had the music playing. The individuals with the music showed similar behavioral patterns to
each other, which was captured by the reaction videos. These individuals exhibited the repetition
of words, the avoidance of eye contact with the screen, and actually scanned the room behind
them as well as jumped from the fear.
As the group of participants that played the game with the music, it was found that there
was a weaker biopsychological response due to the distraction the music posed. Although the
original hypothesis stated that if exposed to an environment with classical music, then a person

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

will have a lower heart rate than a person only focused on a horror game, the data did not exactly
support the hypothesis.
The music seemed to be a comforting aspect in the experiment; it was observed that there
was an increased heart rate at the beginning of the horror game without the music and a
decreased heart rate at the beginning with the music. However, this aspect of the experiment had
ultimately shifted in focus towards the middle of the testing process. While the music had
originally been a piece by Beethoven, the experiment was altered before starting the new group
with ominous, creepy music. Thus, the focus of the music became more of a test on the effect
that inherently scary music had on the gameplay music. This note did not alter our original
hypothesis.
Some discrepancies occurred due to the participants different reactions as well as the
movement of the EKG sensors on participants arms due to playing the game. Some participants,
particularly those in the group with music, yanked more on their EKG stickers, causing peaks not
due to their heart rate. Another possible error that may have affected the results includes the
participants forgetting to press the pause button that stopped the LoggerPro program from
collecting more data. After the participants completed one stage of the game, they often forgot to
press pause which caused the program to continue on collecting data. The program may have
possibly recorded their heart rate slowing down and other biopsychological responses gearing
down due to the game being over and the participants bodies regulating to their pre-exposed
self.
Obstacles faced during this experiment included the participation of other students. Some
students did not want to participate once the procedures were explained to them. This decreased
the sample size for this experiment so perhaps this experiment may not be an accurate

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representation of the whole population of 16 to 18 year olds at Wes Career and Technical
Academy. After testing the whole period four Senior Research class, it was harder to obtain more
participants because 1) people did not want to participate and 2) teachers with aids and/or a study
skills class were hesitant about letting their students participate in this study. This also limited
our sample size.
Time was a huge hurdle that was faced as well. Class time given was not enough to test
the quota of participants that was needed for each class. The quota was originally five students
per class period. However, time only allowed for fewer than that. Changes had to be made and
only three students per class period could be tested due to the time constraints. After discussing
with some participants, it was revealed that some might have had external influences such as
having heard about the experiment or having been stimulated in ways that affected heart rate
before being tested. Some participants had heard about the experiment from other participants.
Other subjects had previously had external stimuli that may have affected results such as having
ingested energy drinks.
A really big set back experienced was that towards the end of the experiment, the datacollecting computer crashed with all data contained in it. At this point, however, all the data that
was needed was already recorded. The obstacle faced now was determining how to fix the
computer in order to interpret the results obtained after almost a whole year collecting data.
Fortunately, the data could be salvaged towards the end of the experimentation and the results
were interpreted.
In conclusion, the data and new approach to the experiment indicated that the music
actually created a soothing effect as well as a distraction from the horror video game, effectively
calming down the participants exposed to the video game with the music.

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Discussion
Originally, the hypothesis was if exposed to an environment of classical music during
gameplay, then a player will experience a decreased biopsychological response than if they were
to play without the added music. The classical music will serve as a factor that would cause a
decreased biopsychological response. Without the classical music, the participant would have a
higher biopsychological response than a participant who had the music playing while exposed to
the gameplay environment. However, the focus was shifted towards having a calming affect on
the subjects of the experiment with music of another choice.
It is noted that the results showed that music acted as a distractor for the participants in
the group with the music. The group with the music exhibited behavioral patterns that were more
exaggerated than the behavioral patterns of the group without the music. The group without the
music exhibited more fear due to the absence of a distractor factor. The group with the music
was obviously calmer than the other group due to the distraction the music posed.
The group with the music was less afraid because the music acted as an interrupter in the
environment. The music dulled the fear; the music also made the ambiance of the game less
noticeable as well as any other factors that may have caused fear. Another possible explanation
for the reduced fear in the group with music was that the game was less audible due to the music
playing; the group without the music had earphones during the whole simulation. The group
without the music was completely concentrated on the game while the group with the music had
to deal with two factors in the environment: a horror video game and eerie music.
According to Tables 2 and 3, it can be observed that the participants without the music
were more afraid due to their higher BPM rates compared to the participants with music, who
had lower BPM rates. The resting BPM for the participants without music was also higher before

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testing even started while the participants with music had a lower BPM rate before
experimentation. The group with music was less afraid due to the lower BPM rates observed
after experimentation.
The higher BPM rates in the group without music signifies a higher biopsychological
response than in the group with the music; in other words, a higher BPM rate equals a higher
biopsychological response. Data collected through the reaction videos demonstrated significant
behavioral patterns mentioned before; it was also noted that females had a higher
biopsychological response than their male counterparts. However, both male and females seemed
to react in almost the same way, with a few minuscule differences.
Differences in male and female reactions included females exhibiting more repetition in
words and less pressing of the playing buttons. Males exhibited some repetition of words and
more pressing of the playing buttons. Some similarities included jumping and/or screaming as
the game came to a close or they were terminated in the game. Females seemed to act in a more
obvious manner due to the fear while males tried to mask the fear, in some cases but not all.
After obtaining the aforementioned results, the hypothesis was more or less not rejected.
The higher BPM displayed by the group without music was consistent both measurement of
times. The opposite was seen with the other group, showing a clear difference between the two
environmental conditions. As such, it can be inferred that the hypothesis is supplemented by
sufficient evidence to not be rejected. Environmental conditions do indeed seem to affect BPM,
and other senses besides auditory ones could possibly factor into these results.
The persistence of a distractor allowed the participants with the music to disengage
slightly from the horror game. The attention of the participant was divided between two factors,
as mentioned before. Other possible influences for results may include the use of the music in the

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group with music; some participants claimed that they were not able to hear the directions in the
game due to the music. This may have been one possible factor along with the light that the
computer playing the music conducted; the room was not completely dark there was still some
light. The room was slightly light by the light emitted from the two computer screens.
A possible error committed may have been not setting up a permanent way to save the
parameters for data collection on the data-collecting computer. The testers had to manually set
up the parameters with every new participant. The testers may have committed human error and
not have collected the data at the same exact range of time as the other participants or not have
set up a continuous data-collecting method. The LoggerPro program did not have a feature that
allowed for a permanent way to set parameters so the testers did not have to set up manual
parameters for each participant.
The task of pressing the pause button may have also served as a distractor. There may
have been too many tasks for the participants to complete such as pressing the pause button after
the game is over, following the instructions in the game, and being cautious of the EKG wires on
their arms. These particular distractors could have contributed to the increased BPM rates due to
the demanding nature of the environment: playing a scary video game and completing tasks as
instructed by the testers.
The sample size may have been too small as well. A total of approximately 45
participants are not representative of the whole population of 16 to 18 year old students at West
Career and Technical Academy. The small sample size was probably due to voluntary response
bias; only the people who felt strongly about the experiment chose to participate and only those
individuals make up the sample.

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As mentioned before, time was a huge hurdle that was faced all throughout the process of
experimentation. Class time given was not enough to test the already set number of participants
determined before experimentation. The quota was originally five students per class period,
allowing at least 10 students per week on a block schedule and at most 15 students per week on a
B week. However, time only allowed for fewer than that. Changes had to be made and only three
students per class period could be tested due to the time constraints.
After discussing with some participants, it was revealed that some might have had
external influences such as having heard about the experiment or having been stimulated in ways
that affected heart rate before being tested. Some participants had heard about the experiment
from other participants. Other subjects had previously had external stimuli that may have
affected results such as having ingested energy drinks. It is yet to be determined whether or not
these factors could have actually caused a significant amount of discrepancies.
Conclusion and Future Work
Throughout the experiment the goal of the experiment changed; now the experiment was
observing if the music was a comforting aspect or not. It was expected that there would be an
observable pattern by at least 30 participants; however, patterns were starting to emerge
immediately after the start of testing the second group of participants (with music) and
comparing them to the first group of participants (without music).
Evidence of biopsychological response appeared in the group of participants with the
classical music in the form of a lower average heart rate than the group of participants without
the classical music. It can be concluded that the music acted as a comforter for the participant
while exposed to a stressful environment; in this case, a dark room with or without music while

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playing a horror video game. The hypothesis is not supported due to the shift in focus of the
experiment.
Further exploration in can be conducted with different factors and a more controlled
environment. Aspects like game mechanics, graphics, and dialogue can be tested for similar
effects on biopsychological response. Moreover, actual contact with gaming developers and
discussion with them would supplement the experiment with a perspective with them. Contact
could also provide the opportunity to completely control the aspects of the game for consistency.
A more ample sample sized population will allow for a more accurately represented population.
The project will serve to expand the knowledge of how certain aspects of video games (graphics,
music, etc.) lead to significant changes in biopsychological chemistry. Continuing research can
lead to higher industry standards in video gaming and further insight into emotional engineering.

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References
Carnagey, N. L., & Anderson, C. A. (2005). The effects of reward and punishment in violent
video games on aggressive affect, cognition, and behavior. Psychological science,
16(11), 882-889.
Freeman, D. (2004). Creating emotion in games: The craft and art of emotioneeringTM.
Computers in Entertainment (CIE), 2(3), 15-15.
Jansz, J. (2005). The emotional appeal of violent video games for adolescent males.
Communication Theory, 15(3), 219-241.
Ravaja, N., Salminen, M., Holopainen, J., Saari, T., Laarni, J., & Jrvinen, A. (2004, October).
Emotional response patterns and sense of presence during video games: potential
criterion variables for game design. In Proceedings of the third Nordic conference on
Human-computer interaction (pp. 339-347). ACM.
Shinkle, E. (2008). Video games, emotion and the six senses. Media, culture, and society, 30(6),
907.
Sykes, J., & Brown, S. (2003, April). Affective gaming: measuring emotion through the
gamepad. In CHI'03 extended abstracts on Human factors in computing systems (pp.732733). ACM.

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Table 1. Materials list. This table is composed of all the materials and specific quantities of each
material needed.

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

Table 2. Average BPM of participant with music. This table summarizes the results of the
average BPM rates of participants without music.

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EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

Table 3. Average BPM of participant without music. This table summarizes the results of the
average BPM rates of participants with music.

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Figure 1. EKG graph of participant with music. This graph exhibits an example of a participant
without music after testing.

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE

Figure 2. EKG graph of participant without music. This graph exhibits an example of a
participant with music after testing.

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EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE


Appendix
Release Form
All participants must sign the consent form before participating in the experiment. All
consent forms must be turned in to the experimenters before the scheduled date of the
participants session.
To whom it may concern:
By agreeing to participate in this study, you agree that we are not responsible for any
psychiatric harm and that you are aware of the content and nature of the given tested game.
Please read the following precautions regarding the nature of the study:
- Students will witness potentially frightening images
- Students will experience the latter point in a dark room
- Students with heart or mental diseases should not participate in the study.
If you agree to the prior terms, please sign and date below:

Name: _______________________________ Date: _____________________

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VITA
Amanda Cordero
Objective: To obtain knowledge of day-to-day business in a company or store through valuable
work experience and to obtain a part-time position.
Work/Volunteer Experience:
Kumon Tutoring Center - Current
Primary Instructor Assistant, pace children, grade homework, grade classwork
Siena Animal Hospital (animal clinic) - Current
Volunteer, clean animals, feed animals, care for animals, groom animals
Springs Preserve (botanical gardens and tourist attraction)
Volunteer, help with different events, welcome guests, sort materials
Certifications and Awards:
- CPR, First Aid, and AED Certified-American Red Cross
- Mastery of the Industry Certified Workplace Readiness Skills
- Mastery of the End of Program Assessment: Biomedical
- Food Handler Card
- Straight Os Citizenship
Education:
West Career and Technical Academy, Las Vegas, Nevada: Graduation Year: 2015
Clubs/Activities:
- High School 2 Health Care (H2H)
- National Honor Society
- Science Bowl
- National Society of High School Scholars
Special Talents:
Bilingual Native Spanish speaker, can read and write in both languages efficiently.
Computer Skills Can type 80 words per minute, proficient in Microsoft applications.
Professionalism and Work Ethic Productive worker who sticks to the challenge until
requirements are meet.
References:
Available upon request

EFFECT OF MUSIC ON BIOPSYCHOLOGICAL RESPONSE


Angela Lorenzana
Objective: To obtain valuable work experience.
Work/Volunteer Exeperience:
- High School to Healthcare Participant
Accomplishments:
- Straight As
- Student Leadership Award
- Presidents Award
- DRC Student Ambassador
Education:
- West Career and Technical Academy, Las Vegas, Nevada: Graduation Year: 2015
Clubs/Activities:
- DRC Student Ambassador
- Student Council
- DECA
- Multicultural Club
- Glee Club
- Biomedical Club
Special Talents:
- Cooking, specialized in desserts
- Singing, alto range
- Website design
References:
Available upon request

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