Abstract

Abstract Virtual-reality (VR) users and developers have informally reported that time seems to pass more quickly while playing games in VR. We refer to this phenomenon as time compression: a longer real duration is compressed into a shorter perceived experience. To investigate this effect, we created two versions of a labyrinth-like game. The versions are identical in their content and mode of control but differ in their display type: one was designed to be played in VR, and the other on a conventional monitor (CM). Participants were asked to estimate time prospectively using an interval production method. Participants played each version of the game for a perceived five-minute interval, and the actual durations of the intervals they produced were compared between display conditions. We found that in the first block, participants in the VR condition played for an average of 72.6 more seconds than participants in the CM condition before feeling that five minutes had passed. This amounts to perceived five-minute intervals in VR containing 28.5% more actual time than perceived five-minute intervals in CM. However, the effect appeared to be reversed in the second block when participants switched display conditions, suggesting large novelty and anchoring effects, and demonstrating the importance of using between-subjects designs in interval production experiments. Overall, our results suggest that VR displays do produce a significant time compression effect. We discuss a VR-induced reduction in bodily awareness as a potential explanation for how this effect is mediated and outline some implications and suggestions for follow-up experiments.

Highlights

  • Virtual-reality (VR) head-mounted displays (HMDs) take up the user’s entire field of view, replacing all of their real-world visual cues with a contrived virtual world

  • The consequences have mostly been studied in terms of presence, or the feeling of being inside the virtual scene presented on the HMD rather than in the real world

  • Participants who played the VR game first produced longer intervals than participants who played the conventional monitor (CM) game first. This means that the effect of display type on interval duration depends on order: in the first block, participants in the VR condition produced longer durations (327.4 s on average) than participants in the CM condition (254.8 s), whereas in the second block, VR durations (299.9 s) were shorter than CM durations (386.2 s)

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Summary

Introduction

Virtual-reality (VR) head-mounted displays (HMDs) take up the user’s entire field of view, replacing all of their real-world visual cues with a contrived virtual world. This imposes unique conditions on human vision and on all other brain functions that make use of visual information. The consequences have mostly been studied in terms of presence, or the feeling of being inside the virtual scene presented on the HMD rather than in the real world (see Heeter, 1992 for a more encompassing and widely used definition of presence). It can present visual stimuli that conflict with the users’ vestibular cues, causing cybersickness (Davis et al, 2014). VR experiences have been intentionally used to reduce pain in burn patients (Hoffman et al, 2011), to elicit anxiety or relaxation (Riva et al, 2007), and even to affect self-esteem and paranoia by manipulating the height of the user’s perspective relative to the virtual scene (Freeman et al, 2014)

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