• RI - Unifesp
    • Documentos
    • Tutoriais
    • Perguntas frequentes
    • Atendimento
    • Equipe
    • português (Brasil)
    • English
    • español
  • Sobre
    • RI Unifesp
    • Documentos
    • Tutoriais
    • Perguntas frequentes
    • Atendimento
    • Equipe
  • English 
    • português (Brasil)
    • English
    • español
    • português (Brasil)
    • English
    • español
  • Login
View Item 
  •   DSpace Home
  • Escola Paulista de Medicina (EPM)
  • EPM - Artigos
  • View Item
  •   DSpace Home
  • Escola Paulista de Medicina (EPM)
  • EPM - Artigos
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

Effects of Chronic Video Game Use on Time Perception: Differences Between Sub- and Multi-Second Intervals

Thumbnail
Date
2013-02-01
Author
Rivero, Thiago Strahler [UNIFESP]
Covre, Priscila [UNIFESP]
Reyes, Marcelo Bussotti
Amodeo Bueno, Orlando Francisco [UNIFESP]
Type
Artigo
ISSN
2152-2715
Is part of
Cyberpsychology Behavior and Social Networking
DOI
10.1089/cyber.2012.0103
Metadata
Show full item record
Abstract
Even though video game players frequently report losing track of time while playing, few studies have addressed whether there are long-lasting effects of such activity on time perception. We compared the performance of chronic and occasional video game players in sub-and multi-second time perception tasks. Temporal Discrimination and Temporal Bisection tasks, in the range of 100 to 1,000 milliseconds, and Time estimation and Time production tasks, in the range of 5 to 60 seconds, were used to assess sub-and multi-second time perceptions, respectively. Chronic video game players performed significantly better than occasional players on sub-second tasks, but no group difference was found for the multi-second tasks used. Sub-and multi-second time perceptions are associated to different underlying systems: automatic and cognitive controlled for sub-and multi-second tasks, respectively. We argue that video game use seems to induce more efficient implicit, rather than cognitive controlled, processing of time.
Citation
Cyberpsychology Behavior and Social Networking. New Rochelle: Mary Ann Liebert Inc, v. 16, n. 2, p. 140-144, 2013.
URI
http://repositorio.unifesp.br/handle/11600/35954
Collections
  • EPM - Artigos [17707]

DSpace software copyright © 2002-2016  DuraSpace
Contact Us
Theme by 
Atmire NV
 

 

Browse

All of DSpaceCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsBy Submit DateThis CollectionBy Issue DateAuthorsTitlesSubjectsBy Submit Date

My Account

Login

Statistics

View Usage Statistics

DSpace software copyright © 2002-2016  DuraSpace
Contact Us
Theme by 
Atmire NV