Preference, time perception, and associated flow variables in video games

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Faughnan, Caitlin
Issue Date
BA (Hons) in Psychology
Dublin Business School
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The aim of this study was to investigate if an individual’s game preference (in this case narrative rich versus narrative un-rich) effected their perception of time and the flow variables “Control”, “Positive Emotional Experience”, and “Absorption through Concentration”. There was a total of 18 participants, 55.6% were male, and 44.4% were female. The design for this study was a quantitative, correlational, within-between subject, field experiment. Participants played two games, Life is Strange (narrative rich), and Hero Siege (narrative un-rich), for an undisclosed period of time. Their perceived time playing the games was collected via a standalone question “How long do you feel you were playing for?” Participants then filled in the Flow State Scale for Occupational Tasks. A series of mixed ANOVA’s were carried out on the data and found significant interaction effects between the variables.