Time flies when you're having flow: An experiment on time perception and challenge in a VR game

IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in human behavior reports Pub Date : 2025-04-11 DOI:10.1016/j.chbr.2025.100664
Jeroen S. Lemmens , Fay E. Clark , Xingjia Lyu , Alex Taylor
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Abstract

Behavioural measures of flow state have not yet been identified. Instead, flow state has traditionally been measured using retrospective self-reports that rely on memory ability and are vulnerable to reporter bias. In our study, we examined if altered time perception can be observed during flow state by measuring temporal processing both during and after an activity. Seventy healthy young adults played the virtual reality game ‘Beat Saber’ with three challenge levels (easy, medium, and hard) in a repeated-measures design. We predicted the medium condition would induce flow due to the balance between participant skill and challenge, leading to time being reported as passing faster than easy and hard conditions. We also measured self-reported flow experience, emotions, objective task performance, and heart rate/variability (HR/HRV). Time perception was measured both concurrently (during gameplay) by participants verbally signalling the passage of 50-s intervals, and retrospectively (after gameplay) through session duration estimates. Consistent with previous flow research, the medium-challenge condition was associated with the highest levels of subjective flow and lowest levels of negative emotions. HR increased and HRV decreased as challenge increased. Notably, there was a significant relationship between concurrent time perception and flow experience. Participants in the medium-challenge (flow) condition perceived 50-s intervals as significantly shorter than in the easy and hard conditions, indicating that flow in our experiment was associated with time acceleration. Measuring concurrent time perception therefore provides an objective alternative to retrospective self-report when measuring flow states.
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流光溢彩,时光飞逝:虚拟现实游戏中的时间感知和挑战实验
流动状态的行为测量尚未被确定。相反,心流状态传统上是用依赖记忆能力的回顾性自我报告来衡量的,这种报告容易受到报告者偏见的影响。在我们的研究中,我们通过测量活动期间和之后的时间加工来检验是否可以在流动状态中观察到时间感知的改变。70名健康的年轻人在重复测量的设计中玩了虚拟现实游戏“Beat Saber”,有三个挑战级别(简单,中等和困难)。我们预测,由于参与者的技能和挑战之间的平衡,中等条件会引发心流,导致时间比简单和困难条件过得更快。我们还测量了自我报告的心流体验、情绪、客观任务表现和心率/变异性(HR/HRV)。时间感知是同时测量的(在游戏过程中),通过参与者口头指示50秒间隔的通过,以及回顾性地(在游戏后)通过会话持续时间的估计。与之前的心流研究一致,中等挑战条件与最高水平的主观心流和最低水平的负面情绪有关。随着攻毒量的增加,HR升高,HRV降低。同时时间知觉与心流体验之间存在显著相关。中等挑战(心流)条件下的参与者感知到的50秒间隔明显短于简单和困难条件下的参与者,这表明我们实验中的心流与时间加速有关。因此,在测量心流状态时,测量并发时间感知为回顾性自我报告提供了一个客观的选择。
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