Virtual environments are typically associated with entertainment and a fast subjective passage of time. This study examined the opposite effect by exposing participants (n = 83) to a virtual reality (VR) waiting room for 7.5 min. We assessed the participants' capacity for emotion regulation and self-control as well as their level of boredom, affective states, and experience of time while waiting. We designed this study after one previously conducted by Witowska et al. ( 2020) in a real waiting room, based on which we modeled the virtual room to compare the results. We expected our VR study to yield similar results to the real waiting room study, with correlations between boredom and a slower passage of time and increased thinking about time. Participants with a higher capacity for emotion regulation and self-control were expected to be less bored and experience time as passing faster than others. VR being an interesting new technology, we hypothesized that the virtual waiting room would be less boring and therefore lead to a faster subjective passage of time than the real room. Our results partly confirm the findings of the real waiting room study, showing correlations between boredom and increased thinking about time and a slower subjective passage of time. Contrary to our expectations, waiting in VR was more boring and led to a slower experience of time and more thoughts about time than waiting in the real room. We did not find the expected effect of emotion regulation and self-control on boredom and time perception.
Virtual environments are typically associated with entertainment and a fast subjective passage of time. This study examined the opposite effect by exposing participants (n = 83) to a virtual reality (VR) waiting room for 7.5 min. We assessed the participants' capacity for emotion regulation and self-control as well as their level of boredom, affective states, and experience of time while waiting. We designed this study after one previously conducted by Witowska et al. ( 2020) in a real waiting room, based on which we modeled the virtual room to compare the results. We expected our VR study to yield similar results to the real waiting room study, with correlations between boredom and a slower passage of time and increased thinking about time. Participants with a higher capacity for emotion regulation and self-control were expected to be less bored and experience time as passing faster than others. VR being an interesting new technology, we hypothesized that the virtual waiting room would be less boring and therefore lead to a faster subjective passage of time than the real room. Our results partly confirm the findings of the real waiting room study, showing correlations between boredom and increased thinking about time and a slower subjective passage of time. Contrary to our expectations, waiting in VR was more boring and led to a slower experience of time and more thoughts about time than waiting in the real room. We did not find the expected effect of emotion regulation and self-control on boredom and time perception.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.