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According to Possler and colleagues, why would action in a game that demands fast and ongoing input into a controller disrupt experiences of awe? Group

According to Possler and colleagues, why would action in a game that demands fast and ongoing input into a controller disrupt experiences of awe? Group of answer choices Awe cannot be inspired during rapid action sequences, only during dramatically slow events People's limited cognitive resources would be dedicated to the input rather than the onscreen action The fast action will produce frustration in the player that will disrupt their ability to experience awe The music that typically accompanies this kind of action is not awe-inspiring

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