时间知觉作为强化和惩罚的功能:一项探索性研究

Flávio Kaspinscki Gerab, M. Hunziker
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引用次数: 0

摘要

在这篇论文中,时间知觉作为一个函数的强化和惩罚是在回顾性的范式进行了调查。该实验使用了一个模拟迷宫的电脑游戏,参与者控制一个虚拟角色,必须在左和右之间做出路径选择才能前进。在惩罚(P-)下,“错误”的选择导致失分;在强化(R+)下,“正确”的选择产生分数。在控制条件(C)中,没有给出点。本研究对49名参与者(n=49)的资料进行分析。在任务结束时,参与者被要求估计游戏时间,并评估游戏的乐趣。结果表明,R+组对实时感知存在高估,而P-组对时间感知没有扭曲。此外,两个实验组完成任务的实际时间与对照条件不同(P-高于C, R+低于C)。游戏欣赏在P-条件下略显积极,但这种差异没有统计学意义。这些结果表明操作性偶然事件对时间知觉的影响以及这些偶然事件与报告乐趣之间的独立性。关键词:时间感知;口头估算;强化;惩罚;视频游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
TIME PERCEPTION AS A FUNCTION OF REINFORCEMENT AND PUNISHMENT: AN EXPLORATORY STUDY
In this paper, time perception as a function of reinforcement and punishment is investigated within a retrospective paradigm. The experiment used a computer game simulating a maze, where the participants controlled an avatar and had to make path choices between left and right to progress. Under punishment (P-), “wrong” choices resulted in the loss of points; under reinforcement (R+), “right” choices produced points. In the control condition (C), there was no presentation of points. The data of 49 participants (n=49) were analyzed in this study. At the end of the task, the participants were asked to estimate the playing time and to evaluate how much fun the game was. The results show that Group R+ presented overestimation in relation to real time, while Group P- did not distort temporal perception. In addition, the real time spent finishing the task differed from the control condition for both experimental groups (P- higher and R+ lower than C). Game appreciation was slightly more positive for condition P-, but this difference was not statistically significant. These results suggest the influence of operant contingencies on temporal perception and the independence between these contingencies and reported fun.Keywords: time perception; verbal estimation; reinforcement; punishment; video games.
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