The Potential Interaction Between Time Perception and Gaming: A Narrative Review
- PDF / 517,709 Bytes
- 21 Pages / 439.37 x 666.142 pts Page_size
- 29 Downloads / 152 Views
The Potential Interaction Between Time Perception and Gaming: A Narrative Review Filip M. Nuyens 1
1
2
& Daria J. Kuss & Olatz Lopez-Fernandez & Mark D. Griffiths
1
# The Author(s) 2019
Abstract Compromised time control is a variable of interest among disordered gamers because time spent on videogames can directly affect individuals’ lives. Although time perception appears to be closely associated with this phenomenon, previous studies have not systematically found a relationship between time perception and gaming. Therefore, the purpose of this narrative review is to explore how gaming disorder may be associated with time perception. It has been found that gamers exhibit a stronger attentional focus as well as an improved working memory compared with non-gamers. However, gamers (and especially disordered gamers) exhibit a stronger reaction to gaming cues which—coupled with an altered emotion regulation observed among disordered gamers—could directly affect their time perception. Finally, “'flow states”' direct most of the attentional resources to the ongoing activity, leading to a lack of resources allocated to the time perception. Therefore, entering a flow state will result in an altered time perception, most likely an underestimation of duration. The paper concludes that the time loss effect observed among disordered gamers can be explained via enhanced emotional reactivity (facilitated by impaired emotion regulation). Keywords Time perception . Gaming . Gaming disorder . Gaming addiction . Time loss . Impaired time control In recent years, videogame playing has become one of the major leisure activities with more than two billion people playing at differing levels of involvement (Statista 2018a). However, although almost all researchers agree on the fact that most of the time, gaming is nonproblematic and associated with positive outcomes (e.g., Colder Carras et al. 2017; Granic et al. 2014; Nuyens et al. 2018), it is also recognized that, for a minority, excessive videogame playing can result in a number of problems. Indeed, disordered gaming has been associated with deficits affecting specific cognitive processes (e.g., decision-making and inhibitory
* Filip M. Nuyens [email protected]
1
International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham NG1 4FQ, UK
2
Turning Point, Eastern Health Clinical School, Monash University, Richmond, Victoria, Australia
International Journal of Mental Health and Addiction
control; see Nuyens et al. 2017, for a systematic review) and to various psychological and health-related negative outcomes (e.g., Achab et al. 2011; Gentile 2009; Hellström et al. 2012; Männikkö et al. 2017). Negative consequences of videogame overuse have become a health concern because a small percentage of gamers are impacted by problems emerging as a consequence of disordered gaming (e.g., Gentile 2009; Rumpf et al. 2018; Taechoyotin et al. 2018; Yen et al. 2008). This concern led to the inclusion of Internet Gamin
Data Loading...