Video games and the perception of very long durations by adolescents
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...
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Veröffentlicht in: | Computers in human behavior 2009-03, Vol.25 (2), p.554-559 |
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description | 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. |
doi_str_mv | 10.1016/j.chb.2008.12.002 |
format | Article |
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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.</description><identifier>ISSN: 0747-5632</identifier><identifier>EISSN: 1873-7692</identifier><identifier>DOI: 10.1016/j.chb.2008.12.002</identifier><identifier>CODEN: CHBEEQ</identifier><language>eng</language><publisher>Kidlington: Elsevier Ltd</publisher><subject>Adolescent ; Adolescents ; Attention ; Biological and medical sciences ; Developmental psychology ; Fundamental and applied biological sciences. Psychology ; Memory ; Psychology. Psychoanalysis. Psychiatry ; Psychology. Psychophysiology ; Time perception ; Video games</subject><ispartof>Computers in human behavior, 2009-03, Vol.25 (2), p.554-559</ispartof><rights>2008 Elsevier Ltd</rights><rights>2009 INIST-CNRS</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c424t-7d6c31c0c60c46c3f6bcc22b1e4665dbec2adcd24fb7ea49c7affcb3cdaab4f43</citedby><cites>FETCH-LOGICAL-c424t-7d6c31c0c60c46c3f6bcc22b1e4665dbec2adcd24fb7ea49c7affcb3cdaab4f43</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://dx.doi.org/10.1016/j.chb.2008.12.002$$EHTML$$P50$$Gelsevier$$H</linktohtml><link.rule.ids>314,780,784,3548,27923,27924,45994</link.rule.ids><backlink>$$Uhttp://pascal-francis.inist.fr/vibad/index.php?action=getRecordDetail&idt=21253515$$DView record in Pascal Francis$$Hfree_for_read</backlink></links><search><creatorcontrib>Tobin, Simon</creatorcontrib><creatorcontrib>Grondin, Simon</creatorcontrib><title>Video games and the perception of very long durations by adolescents</title><title>Computers in human behavior</title><description>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.</description><subject>Adolescent</subject><subject>Adolescents</subject><subject>Attention</subject><subject>Biological and medical sciences</subject><subject>Developmental psychology</subject><subject>Fundamental and applied biological sciences. Psychology</subject><subject>Memory</subject><subject>Psychology. Psychoanalysis. Psychiatry</subject><subject>Psychology. Psychophysiology</subject><subject>Time perception</subject><subject>Video games</subject><issn>0747-5632</issn><issn>1873-7692</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2009</creationdate><recordtype>article</recordtype><recordid>eNp9kE9LAzEQxYMoWKsfwFsuets1ySbZFk9S_0LBi3oN2cmkTdluarIV-u3d0uLR0wzDe29mfoRcc1ZyxvXdqoRlUwrGJiUXJWPihIz4pK6KWk_FKRmxWtaF0pU4Jxc5rxhjSjE9Io9fwWGkC7vGTG3naL9EusEEuOlD7Gj09AfTjraxW1C3TXY_zbTZUetiixmw6_MlOfO2zXh1rGPy-fz0MXst5u8vb7OHeQFSyL6onYaKAwPNQA6t1w2AEA1HqbVyDYKwDpyQvqnRyinU1ntoKnDWNtLLakxuD7mbFL-3mHuzDsMFbWs7jNtsqkpNudJ7IT8IIcWcE3qzSWFt085wZva8zMoMvMyel-HCDLwGz80x3GawrU-2g5D_jIILVSmuBt39QYfDpz8Bk8kQsAN0ISH0xsXwz5Zf_FWBkg</recordid><startdate>20090301</startdate><enddate>20090301</enddate><creator>Tobin, Simon</creator><creator>Grondin, Simon</creator><general>Elsevier Ltd</general><general>Elsevier</general><scope>IQODW</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>20090301</creationdate><title>Video games and the perception of very long durations by adolescents</title><author>Tobin, Simon ; Grondin, Simon</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c424t-7d6c31c0c60c46c3f6bcc22b1e4665dbec2adcd24fb7ea49c7affcb3cdaab4f43</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2009</creationdate><topic>Adolescent</topic><topic>Adolescents</topic><topic>Attention</topic><topic>Biological and medical sciences</topic><topic>Developmental psychology</topic><topic>Fundamental and applied biological sciences. Psychology</topic><topic>Memory</topic><topic>Psychology. Psychoanalysis. Psychiatry</topic><topic>Psychology. Psychophysiology</topic><topic>Time perception</topic><topic>Video games</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Tobin, Simon</creatorcontrib><creatorcontrib>Grondin, Simon</creatorcontrib><collection>Pascal-Francis</collection><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>Computers in human behavior</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Tobin, Simon</au><au>Grondin, Simon</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Video games and the perception of very long durations by adolescents</atitle><jtitle>Computers in human behavior</jtitle><date>2009-03-01</date><risdate>2009</risdate><volume>25</volume><issue>2</issue><spage>554</spage><epage>559</epage><pages>554-559</pages><issn>0747-5632</issn><eissn>1873-7692</eissn><coden>CHBEEQ</coden><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.</abstract><cop>Kidlington</cop><pub>Elsevier Ltd</pub><doi>10.1016/j.chb.2008.12.002</doi><tpages>6</tpages></addata></record> |
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source | ScienceDirect Journals (5 years ago - present) |
subjects | Adolescent Adolescents Attention Biological and medical sciences Developmental psychology Fundamental and applied biological sciences. Psychology Memory Psychology. Psychoanalysis. Psychiatry Psychology. Psychophysiology Time perception Video games |
title | Video games and the perception of very long durations by adolescents |
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