The effect of violent and non-violent computer games on cognitive performance
Computers in Human Behavior
Who Plays Games Online?: The Relationship Between Gamer Personality and Online Game Use
International Journal of E-Business Research
Who Plays Games Online?: The Relationship Between Gamer Personality and Online Game Use
International Journal of E-Business Research
Designing interactive systems for the experience of time
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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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 8min and a 24min task of playing video game (Tetris) and an 8min 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.