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Video games and the perception of very long durations by adolescents

机译:电子游戏和青少年对很长一段时间的感知

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摘要

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 8 min and a 24 min task of playing video game (Tetris) and an 8 min 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.
机译:在本研究中,我们测试了以下假设:青少年在玩视频游戏时可能会低估时间。为了验证这一假设,有116名青少年(14-15岁)必须前瞻性或回顾性地判断三个连续任务的持续时间:玩电子游戏(Tetris)的8分钟和24分钟任务,以及阅读电子书的8分钟任务计算机屏幕(控制任务)。主要假设得到了支持:在相同的持续时间内,视频游戏任务比阅读任务短。此外,具有游戏倾向的参与者在玩游戏时表现出对时间的低估。最后,短时间被高估了,长时间被低估了。主要发现是基于注意的解释。

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