The Potential Interaction Between Time Perception and Gaming: A Narrative Review

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 ti...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:International journal of mental health and addiction 2020-10, Vol.18 (5), p.1226-1246
Hauptverfasser: Nuyens, Filip M., Kuss, Daria J., Lopez-Fernandez, Olatz, Griffiths, Mark D.
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 1246
container_issue 5
container_start_page 1226
container_title International journal of mental health and addiction
container_volume 18
creator Nuyens, Filip M.
Kuss, Daria J.
Lopez-Fernandez, Olatz
Griffiths, Mark D.
description 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 as well as an improved working memory compared with non-gamers. However, gamers (and especially disordered gamers) exhibit a stronger reaction to gaming cues which—coupled with an altered emotion regulation observed among disordered gamers—could directly affect their time perception. Finally, “'flow states”' direct most of the attentional resources to the ongoing activity, leading to a lack of resources allocated to the time perception. Therefore, entering a flow state will result in an altered time perception, most likely an underestimation of duration. The paper concludes that the time loss effect observed among disordered gamers can be explained via enhanced emotional reactivity (facilitated by impaired emotion regulation).
doi_str_mv 10.1007/s11469-019-00121-1
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2804093298</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2804093298</sourcerecordid><originalsourceid>FETCH-LOGICAL-c363t-6accb69bd4ab33fa6e36e246064ec6c92856c2ed535c4830be4aa38ace62a8633</originalsourceid><addsrcrecordid>eNp9kE1PAjEQhhujiYj-AU9NPK_2a0vXGxJBEqLE4LmZLQMugS62BeK_d2WN3jxMZjJ53pnkIeSas1vOWO8ucq50kTHeFOOCZ_yEdHie9zJujDj9nXvqnFzEuGJMKaV5h0xn70indUKfKljTsU8YwKWq9vQB0wHR01m1aRAMDrfHPfg5HcGm8st72qfPEAKkao_0FfcVHi7J2QLWEa9-epe8DR9ng6ds8jIaD_qTzEktU6bBuVIX5VxBKeUCNEqNQmmmFTrtCmFy7QTOc5k7ZSQrUQFIAw61AKOl7JKb9u421B87jMmu6l3wzUsrDFOskKIwDSVayoU6xoALuw3VBsKn5cx-m7OtOduYs0dzljch2YZiA_slhr_T_6S-AI-7cI0</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2804093298</pqid></control><display><type>article</type><title>The Potential Interaction Between Time Perception and Gaming: A Narrative Review</title><source>ProQuest Central Essentials</source><source>ProQuest Central (Alumni Edition)</source><source>ProQuest Central Student</source><source>ProQuest Central Korea</source><source>ProQuest Central UK/Ireland</source><source>SpringerLink Journals - AutoHoldings</source><source>ProQuest Central</source><creator>Nuyens, Filip M. ; Kuss, Daria J. ; Lopez-Fernandez, Olatz ; Griffiths, Mark D.</creator><creatorcontrib>Nuyens, Filip M. ; Kuss, Daria J. ; Lopez-Fernandez, Olatz ; Griffiths, Mark D.</creatorcontrib><description>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 as well as an improved working memory compared with non-gamers. However, gamers (and especially disordered gamers) exhibit a stronger reaction to gaming cues which—coupled with an altered emotion regulation observed among disordered gamers—could directly affect their time perception. Finally, “'flow states”' direct most of the attentional resources to the ongoing activity, leading to a lack of resources allocated to the time perception. Therefore, entering a flow state will result in an altered time perception, most likely an underestimation of duration. The paper concludes that the time loss effect observed among disordered gamers can be explained via enhanced emotional reactivity (facilitated by impaired emotion regulation).</description><identifier>ISSN: 1557-1874</identifier><identifier>EISSN: 1557-1882</identifier><identifier>DOI: 10.1007/s11469-019-00121-1</identifier><language>eng</language><publisher>New York: Springer US</publisher><subject>Cognition &amp; reasoning ; Community and Environmental Psychology ; Computer &amp; video games ; Health Psychology ; Medicine ; Medicine &amp; Public Health ; Original Article ; Psychiatry ; Psychology ; Public Health ; Rehabilitation</subject><ispartof>International journal of mental health and addiction, 2020-10, Vol.18 (5), p.1226-1246</ispartof><rights>The Author(s) 2019</rights><rights>The Author(s) 2019. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c363t-6accb69bd4ab33fa6e36e246064ec6c92856c2ed535c4830be4aa38ace62a8633</citedby><cites>FETCH-LOGICAL-c363t-6accb69bd4ab33fa6e36e246064ec6c92856c2ed535c4830be4aa38ace62a8633</cites><orcidid>0000-0002-8125-5229</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/2804093298/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$H</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/2804093298?pq-origsite=primo$$EHTML$$P50$$Gproquest$$H</linktohtml><link.rule.ids>314,780,784,21388,21389,21390,21391,23256,27924,27925,33530,33703,33744,34005,34314,41488,42557,43659,43787,43805,43953,44067,51319,64385,64389,72469,74104,74283,74302,74473,74590</link.rule.ids></links><search><creatorcontrib>Nuyens, Filip M.</creatorcontrib><creatorcontrib>Kuss, Daria J.</creatorcontrib><creatorcontrib>Lopez-Fernandez, Olatz</creatorcontrib><creatorcontrib>Griffiths, Mark D.</creatorcontrib><title>The Potential Interaction Between Time Perception and Gaming: A Narrative Review</title><title>International journal of mental health and addiction</title><addtitle>Int J Ment Health Addiction</addtitle><description>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 as well as an improved working memory compared with non-gamers. However, gamers (and especially disordered gamers) exhibit a stronger reaction to gaming cues which—coupled with an altered emotion regulation observed among disordered gamers—could directly affect their time perception. Finally, “'flow states”' direct most of the attentional resources to the ongoing activity, leading to a lack of resources allocated to the time perception. Therefore, entering a flow state will result in an altered time perception, most likely an underestimation of duration. The paper concludes that the time loss effect observed among disordered gamers can be explained via enhanced emotional reactivity (facilitated by impaired emotion regulation).</description><subject>Cognition &amp; reasoning</subject><subject>Community and Environmental Psychology</subject><subject>Computer &amp; video games</subject><subject>Health Psychology</subject><subject>Medicine</subject><subject>Medicine &amp; Public Health</subject><subject>Original Article</subject><subject>Psychiatry</subject><subject>Psychology</subject><subject>Public Health</subject><subject>Rehabilitation</subject><issn>1557-1874</issn><issn>1557-1882</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>C6C</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><recordid>eNp9kE1PAjEQhhujiYj-AU9NPK_2a0vXGxJBEqLE4LmZLQMugS62BeK_d2WN3jxMZjJ53pnkIeSas1vOWO8ucq50kTHeFOOCZ_yEdHie9zJujDj9nXvqnFzEuGJMKaV5h0xn70indUKfKljTsU8YwKWq9vQB0wHR01m1aRAMDrfHPfg5HcGm8st72qfPEAKkao_0FfcVHi7J2QLWEa9-epe8DR9ng6ds8jIaD_qTzEktU6bBuVIX5VxBKeUCNEqNQmmmFTrtCmFy7QTOc5k7ZSQrUQFIAw61AKOl7JKb9u421B87jMmu6l3wzUsrDFOskKIwDSVayoU6xoALuw3VBsKn5cx-m7OtOduYs0dzljch2YZiA_slhr_T_6S-AI-7cI0</recordid><startdate>20201001</startdate><enddate>20201001</enddate><creator>Nuyens, Filip M.</creator><creator>Kuss, Daria J.</creator><creator>Lopez-Fernandez, Olatz</creator><creator>Griffiths, Mark D.</creator><general>Springer US</general><general>Springer Nature B.V</general><scope>C6C</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7X7</scope><scope>7XB</scope><scope>88E</scope><scope>88G</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>K9.</scope><scope>M0S</scope><scope>M1P</scope><scope>M2M</scope><scope>NAPCQ</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PSYQQ</scope><scope>Q9U</scope><orcidid>https://orcid.org/0000-0002-8125-5229</orcidid></search><sort><creationdate>20201001</creationdate><title>The Potential Interaction Between Time Perception and Gaming: A Narrative Review</title><author>Nuyens, Filip M. ; Kuss, Daria J. ; Lopez-Fernandez, Olatz ; Griffiths, Mark D.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c363t-6accb69bd4ab33fa6e36e246064ec6c92856c2ed535c4830be4aa38ace62a8633</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Cognition &amp; reasoning</topic><topic>Community and Environmental Psychology</topic><topic>Computer &amp; video games</topic><topic>Health Psychology</topic><topic>Medicine</topic><topic>Medicine &amp; Public Health</topic><topic>Original Article</topic><topic>Psychiatry</topic><topic>Psychology</topic><topic>Public Health</topic><topic>Rehabilitation</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Nuyens, Filip M.</creatorcontrib><creatorcontrib>Kuss, Daria J.</creatorcontrib><creatorcontrib>Lopez-Fernandez, Olatz</creatorcontrib><creatorcontrib>Griffiths, Mark D.</creatorcontrib><collection>Springer Nature OA Free Journals</collection><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Health &amp; Medical Collection</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Medical Database (Alumni Edition)</collection><collection>Psychology Database (Alumni)</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>ProQuest Health &amp; Medical Complete (Alumni)</collection><collection>Health &amp; Medical Collection (Alumni Edition)</collection><collection>Medical Database</collection><collection>Psychology Database</collection><collection>Nursing &amp; Allied Health Premium</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest One Psychology</collection><collection>ProQuest Central Basic</collection><jtitle>International journal of mental health and addiction</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Nuyens, Filip M.</au><au>Kuss, Daria J.</au><au>Lopez-Fernandez, Olatz</au><au>Griffiths, Mark D.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>The Potential Interaction Between Time Perception and Gaming: A Narrative Review</atitle><jtitle>International journal of mental health and addiction</jtitle><stitle>Int J Ment Health Addiction</stitle><date>2020-10-01</date><risdate>2020</risdate><volume>18</volume><issue>5</issue><spage>1226</spage><epage>1246</epage><pages>1226-1246</pages><issn>1557-1874</issn><eissn>1557-1882</eissn><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 as well as an improved working memory compared with non-gamers. However, gamers (and especially disordered gamers) exhibit a stronger reaction to gaming cues which—coupled with an altered emotion regulation observed among disordered gamers—could directly affect their time perception. Finally, “'flow states”' direct most of the attentional resources to the ongoing activity, leading to a lack of resources allocated to the time perception. Therefore, entering a flow state will result in an altered time perception, most likely an underestimation of duration. The paper concludes that the time loss effect observed among disordered gamers can be explained via enhanced emotional reactivity (facilitated by impaired emotion regulation).</abstract><cop>New York</cop><pub>Springer US</pub><doi>10.1007/s11469-019-00121-1</doi><tpages>21</tpages><orcidid>https://orcid.org/0000-0002-8125-5229</orcidid><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 1557-1874
ispartof International journal of mental health and addiction, 2020-10, Vol.18 (5), p.1226-1246
issn 1557-1874
1557-1882
language eng
recordid cdi_proquest_journals_2804093298
source ProQuest Central Essentials; ProQuest Central (Alumni Edition); ProQuest Central Student; ProQuest Central Korea; ProQuest Central UK/Ireland; SpringerLink Journals - AutoHoldings; ProQuest Central
subjects Cognition & reasoning
Community and Environmental Psychology
Computer & video games
Health Psychology
Medicine
Medicine & Public Health
Original Article
Psychiatry
Psychology
Public Health
Rehabilitation
title The Potential Interaction Between Time Perception and Gaming: A Narrative Review
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-24T14%3A14%3A26IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=The%20Potential%20Interaction%20Between%20Time%20Perception%20and%20Gaming:%20A%20Narrative%20Review&rft.jtitle=International%20journal%20of%20mental%20health%20and%20addiction&rft.au=Nuyens,%20Filip%20M.&rft.date=2020-10-01&rft.volume=18&rft.issue=5&rft.spage=1226&rft.epage=1246&rft.pages=1226-1246&rft.issn=1557-1874&rft.eissn=1557-1882&rft_id=info:doi/10.1007/s11469-019-00121-1&rft_dat=%3Cproquest_cross%3E2804093298%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2804093298&rft_id=info:pmid/&rfr_iscdi=true