Video games and the perception of very long durations by adolescents

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Publication Type:

Journal Article

Source:

Computers in Human Behavior, Volume 25, Number 2, p.554-559 (2009)

ISBN:

0747-5632

Accession Number:

http://apps.isiknowledge.com/InboundService.do?Func=Frame&product=WOS&action=retrieve&SrcApp=EndNote&Init=Yes&SrcAuth=ResearchSoft&mode=FullRecord&UT=000263779000039

URL:

http://apps.isiknowledge.com/InboundService.do?Func=Frame&product=WOS&action=retrieve&SrcApp=EndNote&Init=Yes&SrcAuth=ResearchSoft&mode=FullRecord&UT=000263779000039

Keywords:

Adolescents, Aggressive-Behavior, Attention, Cognition, demands, flow, Judgments, memory, Performance, Players, time perception, usage, Video Games

Abstract:

In the present study, we tested the hypothesis that adolescents might underestimate time while playing a video game. To test this hypothesis, 116 adolescents (14-15 years old) had to judge prospectively or retrospectively the duration of three consecutive tasks: a 8 min and a 24 min task of playing video game (Tetris) and an 8 min task of reading on a computer screen (control task). The main hypothesis received support: for a same duration, the video game task was estimated as shorter than the reading task. Moreover, participants with a game-inclined profile showed a stronger underestimation of time while playing. Finally, the short durations were overestimated and the long duration underestimated. The main findings are accounted for by an attention-based explanation.

Notes:

Sp. Iss. SI413FTTimes Cited:0Cited References Count:38

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