A lot of video game players — practically all of them at one time or another — complain of the phenomenon of “losing time” while gaming. This should come as little surprise, however, as video games have become far more immersive, social, and intricate (both in plot and detailed graphics).
So what’s to account for this losing track of time while gaming or playing video games?
Psychologists to the rescue! New research (Lukavska, 2011) suggests it may be related to a theory called “time perspective.”
Time perspective is a psychological phenomenon first proposed by Philip Zimbardo in 2008. The present research explains it this way:
The initial idea of time perspective assumed the existence of three temporal frames in the human mind — past, present, and future. Within this theory, a mind can shift attention between these frames, that is, a mind can focus on past experiences (past frame), present stimuli (present frame), or anticipated future events (future frame).
Zimbardo’s empirical verification of the idea brought two main findings. First, people do not use each temporal frame with equal frequency; they usually prefer one frame, which they use more often than others, and this preference is relatively stable in time.
Second, it is useful to divide both past and present frames into two independent factors (past positive and past negative; present hedonistic and present fatalistic) because they represent different mental characteristics with different correlates. Thus, five time perspective factors emerged as five personality factors.
So it would be interesting to see what kind of time perspective video game players experience. Are the most devoted gamers — like gamblers and substance abusers — focused on the hedonistic present?
Specifically, the researchers hypothesized that they “will find a significant positive relationship between present (hedonistic and fatalistic) factors scores and the amount of time spent playing MMORPGs [Ed. – video games like World of Warcraft] and a significant negative relationship with future factor scores.”
They measured time perspective and amount of time playing video games through self-report measures administered to 154 Czech respondents (141 men and 13 women). Respondents were recruited in Czech Internet forums that focused on discussion about these kinds of online video games.
From this sample, the researcher found the mean hours per week played was 28 hours, with a standard deviation of about 19 hours. The mean hours played per session of gaming was 4 hours, with a standard deviation of 2.45 hours.
After analyzing the data, the researcher found that time perspective was indeed connected and related to how frequently someone plays video games. Specifically, that “larger amounts of playing time correlates with lower level of future time perspective and higher levels of present time perspective — especially present fatalistic.”
This unbalance of present factors toward present fatalistic is worth of noting, because it constitutes a difference from reported studies on time perspective and drug abuse and gambling, where present hedonistic factor was demonstrated as the key variable.
Present fatalistic is connected with dissatisfaction, aggression, and depression. We could hypothesize that people who spend significant time playing develop the present fatalistic orientation.
However, it is more likely that people who already are present fatalistic play more, because playing helps to decrease their negative feelings. This would support Yee’s suggestion that extensive playing is an indicator of mood management.
The researcher also found that “regardless of motivation for playing, it seems that future orientation prevents extensive playing, probably via time managing skills [sic].”
This study is interesting because it suggests that in a small sample of Czech video game players, gaming is not like gambling or substance abuse. People don’t game to get a temporary “high” from it. Instead, they appear to be gaming to help decrease their already-existing negative feelings.
This fits in nicely with the view that gaming is an “escape” people use as a coping mechanism to deal with the sometimes negative reality of their lives. Just like losing oneself in a good book, or curling up in front of the TV, gaming may help a person take their mind off of life’s troubles and give a person a feeling not only of accomplishment, but also of social acceptance.
This is a small study done on a Czech sample, which means its findings may not generalize to Americans. Until it’s replicated on a larger and more internationally diverse sample, we have to take the study’s findings with some caution.
Reference
Lukavska, K.. (2011). Time Perspective as a Predictor of Massive Multiplayer Online Role-Playing Game Playing. Cyberpsychology, Behavior, and Social Networking. doi:10.1089/cyber.2011.0171.
5 comments
As a video game player my whole life, I do believe that long hours are spent on games because of the escapism factor they have. I have gotten engrossed as well, but lately & mostly due to my age, I am learning better habits to manage my time or just buy video games that are short to beat.
As someone who gets depressed now & then, video games do not always help to get rid of negative feelings. I do believe that future time perspective needs to be taught to those who play games since getting older does mean more responsibilities & better time-management skills.
This might differ if playing video games is part of someone’s job or is paid to play them though.
When I read the article, I realized that I feel the same thing happening to me some times. I myself am a video game player and video game artist. I am not employed since one month which means I suddenly got plenty of free time that I can use. And since this is not a present I like (I really really want to be in a job again), I play more often and longer. After some time I realize that this won’t make my journey go on as an artist and I start planning, writing down what I want to do and work on some things till – again – I am somehow unhappy with what I am doing (which is in most cases because of my own high expectations).
It’s kind of a doom loop since I love playing games and it’s kind of my job to know what is top-notch in the game industry.
Thus I don’t want to play them just because I have a bad present. I hope time management will get better with time 😉
Thanks for the article, it showed me that this is a known problem/discussion and helps me realize that it is a problem I have to solve and not push away.
I am sorry, the whole video gaming industy might as well be drug dealers, it has the same effect on alot of people. When you can not walk away from it, there is a MAJOR problem….
That’s not true at all. If we say that then we might as well say that reading a book is like a drug. Listening to music is like a drug. Just about anything that anyone likes can be classified as a drug and can’t be put down for some reason or another. Some people just have fun playing football, but they get obsessed. It’s the same thing. Do we throw down the football society by simply claiming that it’s like a drug and we can’t put it down because of this that or the other? No, instead we find ways that we can manage our “problem”
I know as a gamer myself, sometimes I have to literally pry myself away from the game. It bothers me when I do that though. It’s when I realize that either I have a serious issue with the games, or I have a serious void in my life. I like this post, but it makes me hurt in the sense of… I know I either lose what seems like days at a time on video games, or irreplaceable time because I am depressed. Thanks to the author.
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