The production a subjective times via induction

That is area of 4 quadrant: Inductionous subjective times*


Figure 1: Relative scores of time productions of the 10-s and 60-s interval at baseline and post-game measurement

Luthman, S., Bliesener, T., & Staude-Muller, F. (2009). The Effect of Computer Gaming on Subsequent Time Perception. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 3(1), article 1.    

Here: the Induction is synonymous with transference + substitution

*Subjective times were inducted by game. That is the standart phenomen of 4 quadrant