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Ergebnisse 5 Einträge
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Boredom is an everyday experience during uneventful situations and while waiting. Such situations are typically described as unpleasant since oneself becomes the focus of awareness, and the subjective duration expands. Self-control is an individual trait that helps to cope with unpleasant situations. Hardly any systematic studies exist on real waiting situations where people's boredom and subjective time experience are assessed in relation to self-control. Therefore, we assessed 99 participants who first filled out self-report questionnaires on emotional and metacognitive control, the Scale for Experiencing Emotions (SEE) and the Temporal Metacognition Scale (TMCS). After giving a fake reason for why they had to wait, participants were shut in an empty room alone for 7.5 minutes and afterwards asked to report their impressions regarding the experienced time and reactions to the situation. Boredom was associated with the feeling of time passing more slowly and more frequent thoughts about time. The propensity to self-regulate was related to less awareness of time and to lower levels of boredom. Mediation analyses revealed that the level of boredom mediates the relationships between self-regulation processes and time perception. The results provide new insights into the association between time perception and boredom as states in a real situation and self-regulation as a trait.
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The technological advances in recent years are influencing and redefining our daily lives, communications, and social relationships. While these advances bring us many benefits, their negative effects may also cause concern. Although often studied, the potential benefits of digital deprivation are still disputed. This laboratory study investigates the impact of short digital deprivation (7 min and 30 s) on the psychophysiological state and time perception of 90 participants. Three experimental conditions were created for the task performed during the waiting period (30 subjects per condition). Participants had to either freely use their smartphone, perform a non-digital task (sudoku), or wait (i.e. passive digital deprivation). Indicators of electrodermal activity and heart rate variability were calculated for the baseline and waiting periods, along with measures of subjective affective state. Four measures of time perception were also collected after the waiting period. Regardless of their experimental condition, the participants underestimated the duration of the waiting period on average (5 min 44 vs. 7 min 30). Passive digitally deprived participants felt that the time passed more slowly and were more bored than participants engaged in a task, regardless of whether the task was digital or not. Sudoku induced more positive affect and was more cognitively engaging than the free use of a smartphone regarding heart rate variability measures. The results suggest that performing a digital task (free smartphone use) is less cognitively demanding than a non-digital task (sudoku) and alters time perception in the same way. The digital nature of a task might also impact one’s affective reaction. A similar study in the field with longer or repetitive digital deprivation periods and a different non-digital task to perform (e.g., reading news) should be conducted to confirm the results obtained in this study.
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IntroductionCurrent methods of assessing digital technology use fail to adequately capture a holistic picture of how individuals experience digital technology during daily life. This is because current measures focus on measuring the frequency/duration of specific forms of technology use or problematic use. This research aimed to create two general measures of digital technology use and experience, respectively, which are flexible amid technological changes.MethodsThe measured constructs were specified via bottom-up analysis of an international qualitative study (N=300) on post-covid digital practices. Across three studies we developed and validated the measures using data from 2227 participants.ResultsExploratory and Confirmatory Factor Analyses indicated that the Quality of Digital Experience Scale contains 26 items, measuring individuals’ perceptions and overall experience of digital technology usage and its impact on Well-being, Time and Efficiency, and Social Connectedness. The second scale, the Immersion in Digital Life Scale consists of five separate questions concerning individuals’ estimation of how much digital technology is present in different areas of life.DiscussionThe scales offer reliable measurements of individuals’ interactions with technology in the digital era. Their ability to capture engagement beyond frequency and duration will facilitate greater understanding of the complexities of the positive and negative impacts of digital practices on individuals and societies.
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Problematic internet use (PIU) has emerged, from the extensive use of the internet, as a concept to describe and understand the more adverse influences of digitalization on people’s experiences. PIU refers to compulsive or excessive internet use leading to psychosocial impairments (among others, anxiety, depression, lesser well-being), and it has been studied from diverse perspectives. However, the mechanisms through which PIU could exert its impact on broader satisfaction with life (SWL) remain unclear. The present work postulates that psychological distress acts as a mediator between PIU and SWL. This hypothesis is tested in large participant groups (N = 7,536), representative of the normative population of six European countries in terms of age and gender. In the context of full structural equation modeling, analyses of direct and indirect effects show evidence for partial mediation of psychological distress between PIU and SWL, with the small positive direct effect of PIU on SWL reversing its valence to moderate and negative via the mediation of psychological distress in all six countries. These findings show that psychological distress is relevant to consider both in trying to define the limits of PIU as a construct and in considering its impacts on SWL in general.
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Digital devices are marketed as tools to improve efficiency and save time, however their use is also often associated with time pressure, time poverty and reduced wellbeing. Precisely how and why digital technologies reduce the availability of time is largely unknown. This study sought to explore the ways in which people experience a loss of time as a result of digital technology use. Semi-structured interviews were conducted with 300 people from Spain, Poland, Czechia, Germany, Switzerland and the United Kingdom. Thematic analysis of the interview data revealed that digital technology use impacted the way in which time was used, monitored and evaluated. Participants associated digital technology use with a loss of time, a desire to fill all time, a propensity to forget time and, as a result, a desire to gain greater control of time. As a result, the experience of loss of time to digital technology was associated with feelings of guilt, shame and a lack of self-control. The findings suggest that a combination of structural factors, including imperfect algorithm content provision and ease of device use, and attitudinal factors, including the belief that digital time was inauthentic, unintellectual or “bad for you”, lead to the perception of time loss through digital device use. Improvements in algorithmic content generation and greater acceptance of the benefits of time on digital media may help reduce the sense that time is lost to digital technology, and the associated feelings of guilt and loss of control.
Erkunden
Team
- Wittmann (5)
Eintragsart
Sprache
- Englisch (3)
Thema
- Adolescent (1)
- Adult (1)
- *Boredom (1)
- Boredom (1)
- Cross-Sectional Studies (1)
- digital experience (1)
- digital technology (1)
- Digital technology (1)
- Emotion (1)
- Emotions (1)
- Female (1)
- Guilt (1)
- Human behaviour (1)
- Humans (1)
- immersion (1)
- Male (1)
- measurements (1)
- Psychology (1)
- scale development (1)
- Self-control (1)
- Self-Control/*psychology (1)
- Self Report (1)
- Social media (1)
- Time experience (1)
- *Time Perception (1)
- Time perception (1)
- Time pressure (1)
- Waiting situation (1)
- Young Adult (1)