An ecological approach to prospective and retrospective timing of long durations: a study involving gamers.
To date, most studies comparing prospective and retrospective timing have failed to use long durations and tasks with a certain degree of ecological validity. The present study assessed the effect of the timing paradigm on playing video games in a "naturalistic environment" (gaming centers). In addition, as it involved gamers, it provided an opportunity to examine the effect of gaming profile on time estimation. A total of 116 participants were asked to estimate prospectively or retrospectively a video game session lasting 12, 35 or 58 minutes. The results indicate that time is perceived as longer in the prospective paradigm than in the retrospective one, although the variability of estimates is the same. Moreover, the 12-minute session was perceived as longer, proportionally, than the 35- and 58-minute sessions. The study also revealed that the number of hours participants spent playing video games per week was a significant predictor of time estimates. To account for the main findings, the differences between prospective and retrospective timing are discussed in quantitative terms using a proposed theoretical framework, which states that both paradigms use the same cognitive processes, but in different proportions. Finally, the hypothesis that gamers play more because they underestimate time is also discussed.
Tobin
Simon
S
Université Laval, Québec, Canada. simon.tobin.1@ulaval.ca
Bisson
Nicolas
N
Grondin
Simon
S
D000293:Adolescent; D000328:Adult; D004777:Environment; D005260:Female; D006801:Humans; D008297:Male; D011998:Recreation / Q000502:physiology / Q000523:psychology; D012044:Regression Analysis; D011795:Surveys and Questionnaires; D013997:Time Factors; D013998:Time Perception / Q000502:physiology*; D018910:Video Games / Q000523:psychology*; D055815:Young Adult