Judgments

New entry in Digiplay games research bibliography:

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.

New entry in Digiplay games research bibliography:

This study examined the relationship between playing violent videogames and sensitivity to aggressive acts. In 2 experiments, college students were randomly assigned to play violent or less violent videogames. They then read a series of criminal vignettes and assigned prison sentences to violent criminals. In the second experiment, participants returned 1 hr later and completed a second series of vignettes. A significant interaction between gender and videogame was found in both experiments. Men who played the violent game gave more lenient sentences to criminals than did those who played the less violent game. In the second experiment, women, unlike men, assigned harsher sentences after playing the violent game. The effects were found to persist for at least I hr.

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