Time flies when you're having flow: An experiment on time perception and challenge in a VR game

IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL
Jeroen S. Lemmens , Fay E. Clark , Xingjia Lyu , Alex Taylor
{"title":"Time flies when you're having flow: An experiment on time perception and challenge in a VR game","authors":"Jeroen S. Lemmens ,&nbsp;Fay E. Clark ,&nbsp;Xingjia Lyu ,&nbsp;Alex Taylor","doi":"10.1016/j.chbr.2025.100664","DOIUrl":null,"url":null,"abstract":"<div><div>Behavioural measures of flow state have not yet been identified. Instead, flow state has traditionally been measured using retrospective self-reports that rely on memory ability and are vulnerable to reporter bias. In our study, we examined if altered time perception can be observed during flow state by measuring temporal processing both during and after an activity. Seventy healthy young adults played the virtual reality game ‘Beat Saber’ with three challenge levels (easy, medium, and hard) in a repeated-measures design. We predicted the medium condition would induce flow due to the balance between participant skill and challenge, leading to time being reported as passing faster than easy and hard conditions. We also measured self-reported flow experience, emotions, objective task performance, and heart rate/variability (HR/HRV). Time perception was measured both concurrently (during gameplay) by participants verbally signalling the passage of 50-s intervals, and retrospectively (after gameplay) through session duration estimates. Consistent with previous flow research, the medium-challenge condition was associated with the highest levels of subjective flow and lowest levels of negative emotions. HR increased and HRV decreased as challenge increased. Notably, there was a significant relationship between concurrent time perception and flow experience. Participants in the medium-challenge (flow) condition perceived 50-s intervals as significantly shorter than in the easy and hard conditions, indicating that flow in our experiment was associated with time acceleration. Measuring concurrent time perception therefore provides an objective alternative to retrospective self-report when measuring flow states.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"18 ","pages":"Article 100664"},"PeriodicalIF":4.9000,"publicationDate":"2025-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in human behavior reports","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S245195882500079X","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0

Abstract

Behavioural measures of flow state have not yet been identified. Instead, flow state has traditionally been measured using retrospective self-reports that rely on memory ability and are vulnerable to reporter bias. In our study, we examined if altered time perception can be observed during flow state by measuring temporal processing both during and after an activity. Seventy healthy young adults played the virtual reality game ‘Beat Saber’ with three challenge levels (easy, medium, and hard) in a repeated-measures design. We predicted the medium condition would induce flow due to the balance between participant skill and challenge, leading to time being reported as passing faster than easy and hard conditions. We also measured self-reported flow experience, emotions, objective task performance, and heart rate/variability (HR/HRV). Time perception was measured both concurrently (during gameplay) by participants verbally signalling the passage of 50-s intervals, and retrospectively (after gameplay) through session duration estimates. Consistent with previous flow research, the medium-challenge condition was associated with the highest levels of subjective flow and lowest levels of negative emotions. HR increased and HRV decreased as challenge increased. Notably, there was a significant relationship between concurrent time perception and flow experience. Participants in the medium-challenge (flow) condition perceived 50-s intervals as significantly shorter than in the easy and hard conditions, indicating that flow in our experiment was associated with time acceleration. Measuring concurrent time perception therefore provides an objective alternative to retrospective self-report when measuring flow states.
流光溢彩,时光飞逝:虚拟现实游戏中的时间感知和挑战实验
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
7.80
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信