TY - JOUR
T1 - The effects of music on time perception and performance of a driving game
AU - Cassidy, Gianna
AU - MacDonald, Raymond A.R.
N1 - <p>Originally published in: Scandanavian Journal of Psychology (2010), 51 (6), pp.455-464.</p>
PY - 2010/12/1
Y1 - 2010/12/1
N2 - There is an established and growing body of evidence highlighting that music can influence behavior across a range of diverse domains (Miell, MacDonald, & Hargreaves 2005). One area of interest is the monitoring of “internal timing mechanisms”, with features such as tempo, liking, perceived affective nature and everyday listening contexts implicated as important (North & Hargreaves, 2008). The current study addresses these issues by comparing the effects of self-selected and experimenter-selected music (fast and slow) on actual and perceived performance of a driving game activity. Seventy participants completed three laps of a driving game in seven sound conditions: (1) silence; (2) car sounds; (3) car sounds with self-selected music, and car sounds with experimenter-selected music; (4) high-arousal (70 bpm); (5) high-arousal (130 bpm); (6) low-arousal (70 bpm); and (7) low-arousal (130 bpm) music
AB - There is an established and growing body of evidence highlighting that music can influence behavior across a range of diverse domains (Miell, MacDonald, & Hargreaves 2005). One area of interest is the monitoring of “internal timing mechanisms”, with features such as tempo, liking, perceived affective nature and everyday listening contexts implicated as important (North & Hargreaves, 2008). The current study addresses these issues by comparing the effects of self-selected and experimenter-selected music (fast and slow) on actual and perceived performance of a driving game activity. Seventy participants completed three laps of a driving game in seven sound conditions: (1) silence; (2) car sounds; (3) car sounds with self-selected music, and car sounds with experimenter-selected music; (4) high-arousal (70 bpm); (5) high-arousal (130 bpm); (6) low-arousal (70 bpm); and (7) low-arousal (130 bpm) music
KW - music choice
KW - time perception
KW - video game performance
KW - psychology
UR - http://www.scopus.com/inward/record.url?eid=2-s2.0-78649488187&partnerID=8YFLogxK
U2 - 10.1111/j.1467-9450.2010.00830.x
DO - 10.1111/j.1467-9450.2010.00830.x
M3 - Article
VL - 51
SP - 455
EP - 464
JO - Scandinavian Journal of Psychology
JF - Scandinavian Journal of Psychology
SN - 0036-5564
IS - 6
ER -