The time loss effect in gaming: an exploration of gamers' time perception from a dual-process perspective

Nuyens, F.M. ORCID: 0000-0002-8125-5229, 2019. The time loss effect in gaming: an exploration of gamers' time perception from a dual-process perspective. PhD, Nottingham Trent University.

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Abstract

Gaming Disorder has been included in the 11th revision of the World Health Organization's International Classification of Diseases as a recurrent gaming behaviour with a lack of control from the gamer. One important aspect of gaming disorder, and gaming in general, is the time loss effect which can be defined as the underestimation of the time spent on an activity (i.e., gaming in this case). Since this process may lead the gamers to experience multiple negative consequences (e.g., conflicts with education and occupation, relationship problems, etc.) due to the increased time spent on videogames, the main objective of this thesis was to explore a potential underlying mechanism of time loss: time perception. This thesis contributed to knowledge by (i) systematically reviewing the variables commonly associated with both gaming (i.e., healthy and disordered) and time perception, allowing a deeper understanding of these two variables’ interaction; (ii) testing the Dual-Process Contingency Model of time perception within durations above one minute; (iii) testing both the prospective and retrospective time perception of the gamers in comparison to non-gamers in a neutral setting; and (iv) testing how emotion and cognition affect the gamers’ retrospective time perception.

The new primary data from this thesis were collected using quantitative approaches, utilizing both experimental (i.e., computer tasks) and psychometric (i.e., online survey) data collection. These data from three experimental studies and one psychometric study were analysed through multiple types of analysis such as ANOVAs, regressions, or general linear models. The results first indicated that the Dual-Process Contingency Model of time perception, unifying RTP and PTP, was not valid for longer time durations. Second, the results showed that the gamers exhibited a better PTP (but a similar RTP) than non-gamers when estimating time in a neutral setting. However, the gamers underestimated time when processing gaming pictures, this effect being stronger when the task to complete was more complicated. In conclusion, it appears from the studies carried out that the reason underlying the observed time loss effect experienced by gamers was impaired retrospective time perception occurring when aroused by gaming stimuli.

Item Type: Thesis
Creators: Nuyens, F.M.
Date: November 2019
Rights: This work is the intellectual property of the author. You may copy up to 5% of this work for private study, or personal, non-commercial research. Any re-use of this information contained within the document should be fully referenced, quoting the author, title, university, degree level and pagination. Queries or requests for any other use, or if a more substantial copy is required, should be directed to the owner(s) of the Intellectual Property Rights.
Divisions: Schools > School of Social Sciences
Depositing User: Linda Sullivan
Date Added: 25 Mar 2020 12:12
Last Modified: 25 Mar 2020 12:12
URI: http://irep.ntu.ac.uk/id/eprint/39483

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