Time Speeds Up During Flow States: A Study in Virtual Reality with the Video Game Thumper

IF 1.4
H. Rutrecht, M. Wittmann, Shiva Khoshnoud, Federico Alvarez Igarzábal
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引用次数: 25

Abstract

Flow is a mental state characterized by deep absorption during challenging activities, which was first studied by Mihaly Csikszentmihalyi. One of the defining characteristics of this state is the loss of the sense of time. Despite the widespread scientific interest in flow, there are few quantitative studies specifically on the aspect of time perception. The present study focuses on the relation between time perception and flow states in the context of video game play. Participants (n = 100) played the rhythm game Thumper for 25 minutes in one of two conditions: in virtual reality (VR) or on a computer screen (2D). Participants who played the game in VR performed better and had a stronger feeling of presence than those who played in 2D. Thumper was flow-inducing regardless of condition and the more flow participants experienced the less they thought about time and the faster time passed subjectively. The total score obtained by players as an objective measure of player performance was positively correlated with flow states, indicating that the more flow participants experienced, the better they played.
心流状态下的时间加速:基于电子游戏Thumper的虚拟现实研究
心流是指在具有挑战性的活动中以深度专注为特征的一种心理状态,最早由Mihaly Csikszentmihalyi研究。这种状态的一个决定性特征是时间感的丧失。尽管对心流有广泛的科学兴趣,但很少有针对时间感知方面的定量研究。本研究主要探讨电子游戏情境下的时间感知与心流状态之间的关系。参与者(n = 100)在虚拟现实(VR)或电脑屏幕(2D)两种条件下玩节奏游戏Thumper 25分钟。在VR中玩游戏的参与者比在2D中玩游戏的参与者表现更好,有更强的存在感。无论在什么条件下,Thumper都能诱导心流,参与者体验的心流越多,他们对时间的思考就越少,主观时间流逝得也越快。作为衡量玩家表现的客观指标,玩家获得的总分与心流状态呈正相关,这表明参与者体验的心流越多,他们就玩得越好。
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来源期刊
CiteScore
1.60
自引率
14.30%
发文量
23
期刊介绍: Timing & Time Perception aims to be the forum for all psychophysical, neuroimaging, pharmacological, computational, and theoretical advances on the topic of timing and time perception in humans and other animals. We envision a multidisciplinary approach to the topics covered, including the synergy of: Neuroscience and Philosophy for understanding the concept of time, Cognitive Science and Artificial Intelligence for adapting basic research to artificial agents, Psychiatry, Neurology, Behavioral and Computational Sciences for neuro-rehabilitation and modeling of the disordered brain, to name just a few. Given the ubiquity of interval timing, this journal will host all basic studies, including interdisciplinary and multidisciplinary works on timing and time perception and serve as a forum for discussion and extension of current knowledge on the topic.
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