Being and time: judged presence and duration as a function of media form
Presence: Teleoperators and Virtual Environments
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Investigating computer game immersion and the component real world dissociation
CHI '09 Extended Abstracts on Human Factors in Computing Systems
The usefulness of an immersion questionnaire in game development
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Effect of touch-screen size on game immersion
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Attention, time perception and immersion in games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Of Catwalk Technologies and Boundary Creatures
ACM Transactions on Computer-Human Interaction (TOCHI) - Special Issue of “The Turn to The Wild”
Who but not where: The effect of social play on immersion in digital games
International Journal of Human-Computer Studies
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People who play videogames often report the sense of immersion in the game with a particular feature of immersion being a loss of the sense of time passing. In this paper, we investigate if altering the degree of immersion in a videogame really does influence people's psychological perception of time passing. We use music to make a maze game more immersive and we measure time perception using two paradigms that are well-established in psychology. We find that the addition of music does alter time perception but only in one paradigm. Additionally, music was able to influence immersion by both increasing it or decreasing it depending on the choice of music. The overall picture is therefore complex but suggests that music could be an important factor in the perception of time whilst playing videogames.