Time Perception in Virtual Reality: Effects of Emotional Valence and Stress Level

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Abstract Background & Objective : Emotional states and stress distort time perception, yet findings are inconsistent, particularly in immersive media. Integrating the Attentional Gate Model (AGM) and Internal Clock Model (ICM), we examined how emotional valence and stress alter perceived duration in Virtual Reality (VR). This study assesses the effects of valence (calming, neutral, stressful) and stress (low/high) on prospective time estimation, mood, and arousal. Methods Fifty-four adults (18–39 year) explored three custom VR environments: (1) a tranquil Japanese garden, (2) an affectively neutral room, and (3) a threatening underground sewer. Active navigation promoted presence; a distraction task separated conditions. Valence and arousal were assessed with the Visual Analog Mood Scales, stress with the Perceived Stress Scale-10 (PSS-10), and perceived duration with a verbal estimation task. Mixed-model ANOVAs evaluated main and interaction effects. Results Valence reliably shaped perceived duration: calming VR led to overestimation, stressful VR to underestimation, and neutral VR to intermediate timing. Baseline stress level, as measured by PSS-10, neither altered timing nor interacted with valence. Nevertheless, the VR environments affected VAMS’ mood metrics: calming environments elevated mood and reduced perceived stress, whereas stressful environments lowered mood and heightened stress. Conclusions Findings support the AGM—attentionally demanding negative environments shorten perceived time—and the ICM—valence-linked arousal speeds or slows the pacemaker. Contrary to classical predictions, in VR, baseline stress did not distort duration, suggesting valence-driven attentional allocation outweighs pre-exposure stress levels. VR offers a controllable platform for dissecting time-perception mechanisms and advancing interventions that target emotion-related temporal distortions.
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Integrating the Attentional Gate Model (AGM) and Internal Clock Model (ICM), we examined how emotional valence and stress alter perceived duration in Virtual Reality (VR). This study assesses the effects of valence (calming, neutral, stressful) and stress (low/high) on prospective time estimation, mood, and arousal. Methods Fifty-four adults (18–39 year) explored three custom VR environments: (1) a tranquil Japanese garden, (2) an affectively neutral room, and (3) a threatening underground sewer. Active navigation promoted presence; a distraction task separated conditions. Valence and arousal were assessed with the Visual Analog Mood Scales, stress with the Perceived Stress Scale-10 (PSS-10), and perceived duration with a verbal estimation task. Mixed-model ANOVAs evaluated main and interaction effects. Results Valence reliably shaped perceived duration: calming VR led to overestimation, stressful VR to underestimation, and neutral VR to intermediate timing. Baseline stress level, as measured by PSS-10, neither altered timing nor interacted with valence. Nevertheless, the VR environments affected VAMS’ mood metrics: calming environments elevated mood and reduced perceived stress, whereas stressful environments lowered mood and heightened stress. Conclusions Findings support the AGM—attentionally demanding negative environments shorten perceived time—and the ICM—valence-linked arousal speeds or slows the pacemaker. Contrary to classical predictions, in VR, baseline stress did not distort duration, suggesting valence-driven attentional allocation outweighs pre-exposure stress levels. VR offers a controllable platform for dissecting time-perception mechanisms and advancing interventions that target emotion-related temporal distortions. time perception emotion virtual reality Attentional Gate Model Internal Clock Model Full Text Additional Declarations No competing interests reported. Cite Share Download PDF Status: Posted Version 1 posted You are reading this latest preprint version Research Square lets you share your work early, gain feedback from the community, and start making changes to your manuscript prior to peer review in a journal. As a division of Research Square Company, we’re committed to making research communication faster, fairer, and more useful. We do this by developing innovative software and high quality services for the global research community. Our growing team is made up of researchers and industry professionals working together to solve the most critical problems facing scientific publishing. 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Integrating the Attentional Gate Model (AGM) and Internal Clock Model (ICM), we examined how emotional valence and stress alter perceived duration in Virtual Reality (VR). This study assesses the effects of valence (calming, neutral, stressful) and stress (low/high) on prospective time estimation, mood, and arousal.\u003c/p\u003e\u003ch2\u003eMethods\u003c/h2\u003e \u003cp\u003eFifty-four adults (18\u0026ndash;39\u0026nbsp;year) explored three custom VR environments: (1) a tranquil Japanese garden, (2) an affectively neutral room, and (3) a threatening underground sewer. Active navigation promoted presence; a distraction task separated conditions. Valence and arousal were assessed with the Visual Analog Mood Scales, stress with the Perceived Stress Scale-10 (PSS-10), and perceived duration with a verbal estimation task. Mixed-model ANOVAs evaluated main and interaction effects.\u003c/p\u003e\u003ch2\u003eResults\u003c/h2\u003e \u003cp\u003eValence reliably shaped perceived duration: calming VR led to overestimation, stressful VR to underestimation, and neutral VR to intermediate timing. Baseline stress level, as measured by PSS-10, neither altered timing nor interacted with valence. Nevertheless, the VR environments affected VAMS\u0026rsquo; mood metrics: calming environments elevated mood and reduced perceived stress, whereas stressful environments lowered mood and heightened stress.\u003c/p\u003e\u003ch2\u003eConclusions\u003c/h2\u003e \u003cp\u003eFindings support the AGM\u0026mdash;attentionally demanding negative environments shorten perceived time\u0026mdash;and the ICM\u0026mdash;valence-linked arousal speeds or slows the pacemaker. Contrary to classical predictions, in VR, baseline stress did not distort duration, suggesting valence-driven attentional allocation outweighs pre-exposure stress levels. 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