Time Distortion for Expert and Novice Online Game Players
Abstract
Online game addiction is a new mental disorder. This disorder is difficult to describe because of its comprehensive nature. Many online game players have problems controlling their playing time. They cannot stop playing a game that they enjoy. This research surveyed the past literature on "flow" and time disorder theory. A time distortion experiment was conducted. This research invited 64 children, teenagers, and young adults to investigate player skill and playing time effects on online game break-off. The playing experience and degree of time distortion were measured and analyzed. The results showed that both novice and expert online game players were subject to time distortion. The participants had difficulty breaking off from the game without intrusion by others in the real world. This research also suggests eight questions for self-evaluation for online game addiction.
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Many developers of social media apps and Freemium games aim to achieve a person being so immersed that he or she forgets time and space while using a platform or app.
“It is well known that flow goes along with a feeling of time distortion and this is exactly what many developers of social media apps and Freemium games aim to achieve—a person being so immersed that he or she is forgetting about time and space while using a platform or app (cf., [30,49,50]).”
From Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories (2019) · cites this paper as [50]
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- Authors
- Rau, P.-L. P., Peng, S.-Y., & Yang, C.-C.
- Affiliations
- Tsinghua University (CN)
- Chung Yuan Christian University (TW)
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- Published
- 2006-08
- Volume
- 9
- Issue
- 4
- Pages
- 396-403
- ISSN
- 1094-9313 (ISSN-L)
- 1557-8364
- OpenAlex
- W2039246041
- Cited by
- 171
- References
- 23
- Citations by year
- 2026: 2 · 2025: 6 · 2024: 5 · 2023: 11 · 2022: 9 · 2021: 7 · 2020: 12 · 2019: 8 · 2018: 12 · 2017: 13 · 2016: 11 · 2015: 12 · 2014: 7 · 2013: 10 · 2012: 12
- FWCI
- 23.14
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- CyberPsychology & Behavior (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- online game addiction, time distortion, flow theory, self-assessment questions, children and adolescents
- MeSH terms
- Adolescent, Adult, Analysis of Variance, Attention, Child, Community Participation, Female, Humans, Male, Play and Playthings, Practice, Psychological, Psychological Theory, Reference Values, Time Factors, Time Perception, Behavior, Addictive, Video Games, Internet
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