Abstract:Compromised time control is a variable of interest among disordered gamers because time spent on videogames can directly affect individuals' lives. Although time perception appears to be closely associated with this phenomenon, previous studies have not systematically found a relationship between time perception and gaming. Therefore, the purpose of this narrative review is to explore how gaming disorder may be associated with time perception. It has been found that gamers exhibit a stronger attentional focus … Show more
“…Palmer Luckey (founder of Oculus) suggested that the effect could be a result of not having access to real-world environmental cues, like the position of the sun. Distorted time perception has been observed as an effect of conventional gaming (Nuyens et al, 2020), but the influence of VR on time perception has been studied relatively less.…”
Virtual-reality (VR) users and developers have informally reported that time seems to pass more quickly while playing games in VR. We refer to this phenomenon as time compression: a longer real duration is compressed into a shorter perceived experience. To investigate this effect, we created two versions of a labyrinth-like game. The versions are identical in their content and mode of control but differ in their display type: one was designed to be played in VR, and the other on a conventional monitor (CM). Participants were asked to estimate time prospectively using an interval production method. Participants played each version of the game for a perceived five-minute interval, and the actual durations of the intervals they produced were compared between display conditions. We found that in the first block, participants in the VR condition played for an average of 72.6 more seconds than participants in the CM condition before feeling that five minutes had passed. This amounts to perceived five-minute intervals in VR containing 28.5% more actual time than perceived five-minute intervals in CM. However, the effect appeared to be reversed in the second block when participants switched display conditions, suggesting large novelty and anchoring effects, and demonstrating the importance of using between-subjects designs in interval production experiments. Overall, our results suggest that VR displays do produce a significant time compression effect. We discuss a VR-induced reduction in bodily awareness as a potential explanation for how this effect is mediated and outline some implications and suggestions for follow-up experiments.
“…Palmer Luckey (founder of Oculus) suggested that the effect could be a result of not having access to real-world environmental cues, like the position of the sun. Distorted time perception has been observed as an effect of conventional gaming (Nuyens et al, 2020), but the influence of VR on time perception has been studied relatively less.…”
Virtual-reality (VR) users and developers have informally reported that time seems to pass more quickly while playing games in VR. We refer to this phenomenon as time compression: a longer real duration is compressed into a shorter perceived experience. To investigate this effect, we created two versions of a labyrinth-like game. The versions are identical in their content and mode of control but differ in their display type: one was designed to be played in VR, and the other on a conventional monitor (CM). Participants were asked to estimate time prospectively using an interval production method. Participants played each version of the game for a perceived five-minute interval, and the actual durations of the intervals they produced were compared between display conditions. We found that in the first block, participants in the VR condition played for an average of 72.6 more seconds than participants in the CM condition before feeling that five minutes had passed. This amounts to perceived five-minute intervals in VR containing 28.5% more actual time than perceived five-minute intervals in CM. However, the effect appeared to be reversed in the second block when participants switched display conditions, suggesting large novelty and anchoring effects, and demonstrating the importance of using between-subjects designs in interval production experiments. Overall, our results suggest that VR displays do produce a significant time compression effect. We discuss a VR-induced reduction in bodily awareness as a potential explanation for how this effect is mediated and outline some implications and suggestions for follow-up experiments.
“…Previous studies have proposed that the distortion of subjective time perception is an important part of the psychological state of flow [10, 11]. Such an account usually refers to the feeling of an accelerated passing of time during flow state, and has been measured previously in laboratory conditions [22], as well as in previous studies such as in gaming [34] and music performance [8]. To our knowledge, STR has not been a measure of interest in previous studies on flow state of musical improvisation.…”
In this paper, we describe the results of a single subject study attempting at a better understanding of the subjective state during musical improvisation. In a first experiment, we setup an ecological paradigm measuring EEG on a musician in free improvised concerts with an audience, followed by retrospective rating of the mental state of the improviser. We introduce Subjective Temporal Resolution (STR), a retrospective rating assessing the instantaneous attention of the musician towards short or long musical events. We identified high and low STR states using Hidden Markov Models in two performances, and were able to decode those states using supervised learning on instantaneous EEG power spectrum, showing increases in theta and alpha power with high STR values. In a second experiment, we found an increase of theta and beta power when experimentally manipulating STR in a musical improvisation imagery experiment. These results are interpreted with respect to previous research on flow state in creativity, as well as with the temporal processing literature. We suggest that a component of the subjective state of musical improvisation may be reflected in an underlying mechanism responsible for modulating subjective temporal processing of musical events.
“…Previous studies have proposed that the distortion of subjective time perception is an important part of the psychological state of flow (Csikszentmihalyi, 1975(Csikszentmihalyi, , 1990. Such an account usually refers to the feeling of an accelerated passing of time during flow state, and has been measured previously in laboratory conditions (Im and Varma, 2018), as well as in previous studies such as in gaming (Nuyens et al, 2019) and music performance (Chirico et al, 2015). To our knowledge, STR has not been a measure of interest in previous studies on flow state of musical improvisation.…”
Section: Musical Improvisation As a Target Subjective State?mentioning
In this paper, we describe the results of a single subject study attempting at a better understanding of the subjective mental state during musical improvisation. In a first experiment, we setup an ecological paradigm measuring EEG on a musician in free improvised concerts with an audience, followed by retrospective rating of the mental state of the improviser. We introduce Subjective Temporal Resolution (STR), a retrospective rating assessing the instantaneous quantization of subjective timing of the improviser. We identified high and low STR states using Hidden Markov Models in two performances, and were able to decode those states using supervised learning on instantaneous EEG power spectrum, showing increases in theta and alpha power with high STR values. In a second experiment, we found an increase of theta and beta power when experimentally manipulating STR in a musical improvisation imagery experiment. These results are interpreted with respect to previous research on flow state in creativity, as well as with the temporal processing literature. We suggest that a component of the subjective state of musical improvisation may be reflected in an underlying mechanism related to the subjective quantization of time. We also demonstrate the feasibility of single case studies of musical improvisation using brain activity measurements and retrospective reports, by obtaining consistent results across multiple sessions.
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