The relationship between character identification and flow state within video games

2016 ◽  
Vol 55 ◽  
pp. 1030-1038 ◽  
Author(s):  
Alistair Raymond Bryce Soutter ◽  
Michael Hitchens
PeerJ ◽  
2020 ◽  
Vol 8 ◽  
pp. e10520
Author(s):  
Shiva Khoshnoud ◽  
Federico Alvarez Igarzábal ◽  
Marc Wittmann

The flow state is defined by intense involvement in an activity with high degrees of concentration and focused attention accompanied by a sense of pleasure. Video games are effective tools for inducing flow, and keeping players in this state is considered to be one of the central goals of game design. Many studies have focused on the underlying physiological and neural mechanisms of flow. Results are inconsistent when describing a unified mechanism underlying this mental state. This paper provides a comprehensive review of the physiological and neural correlates of flow and explains the relationship between the reported physiological and neural markers of the flow experience. Despite the heterogeneous results, it seems possible to establish associations between reported markers and the cognitive and experiential aspects of flow, particularly regarding arousal, attention control, reward processing, automaticity, and self-referential processing.


2010 ◽  
Vol 145 ◽  
pp. 282-286
Author(s):  
Qing Xue Huang ◽  
Jian Mei Wang ◽  
Yu Gui Li ◽  
Li Feng Ma ◽  
Chun Jiang Zhao

No 460 oil-film bearing oil as the dedicated lubricant is regarded as the incompressible Newtonian fluid. To comprehensively analyze the real oil flow state, the mathematical model on velocity profiles, together with its dimensionless equations, is established, and the calculating program is developed to simulate the 3D velocity profiles and velocity gradients at different oil flow layers. The relationship between velocity profiles and the oil film pressure is discussed, and the velocity tendency is consistent with the general velocity profile of wedge cross section. The conclusions are beneficial to the further study on lubricating performances of heavy contact components and to prolong their service lives.


Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


2021 ◽  
Vol 2 (3) ◽  
pp. 34-55
Author(s):  
Ailbhe Warde-Brown

The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately layered textual elements, alongside open-ended in-game environments that allow for instances of more nonlinear, exploratory gameplay. This article addresses these challenges through synthesizing the ALI model with more spatially focused elements of Gordon Calleja’s player involvement model, exploring sonic immersion in greater depth via the notion of spatiotemporal involvement. This presents a theoretical framework that broadens analysis beyond a simple focus on the immediate narrative or ludic sequence. Ubisoft’s open-world action-adventure franchise Assassin’s Creed is a particularly useful case study for the application of this concept. This is primarily because of its characteristic focus on blending elements of the historical game and the open-world game through its use of real-world history and geography. Together, the series’s various diegetic and nondiegetic sonic elements invite variable degrees of participation in “historical experiences of virtual space.” The outcome of this research intends to put such intermingled expressions of space, place, and time at the forefront of a ludomusicological approach to immersion in the open-world genre.


Psico-USF ◽  
2020 ◽  
Vol 25 (2) ◽  
pp. 261-271
Author(s):  
Bruno Gonçalves de Medeiros ◽  
Carlos Eduardo Pimentel ◽  
Maurício Miranda Sarmet ◽  
Tailson Evangelista Mariano

Abstract In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.


Author(s):  
Boaventura DaCosta ◽  
Angelique Nasah ◽  
Carolyn Kinsell ◽  
Soonhwa Seok

There is a growing interest among educators to use video games in the classroom as part of the curriculum to meet the educational needs of today’s students. This may be justified, in part, by claims in recent years about today’s technology-savvy students and their adept use of information and communication technology (ICT). However, such claims have not been accepted without scrutiny; indeed, the relationship between games and learning has been tempestuous over the years. This chapter sought to identify the gaming propensity of postsecondary students (N = 580) through the use of a questionnaire. Age, gender, and socioeconomic status were examined as factors that might explain why students play games. Results suggest that age, gender, and socioeconomic status are composite factors that contribute to gaming, but not the most important consideration in terms of general ICT usage. The findings raise a number of implications for educators, educational policy-makers, practitioners, researchers, instructional technologists, and game developers across both the education spectrum and the entertainment industry in terms of the use and development of video games.


1986 ◽  
Vol 59 (1) ◽  
pp. 59-62 ◽  
Author(s):  
Robert F. McClure ◽  
F. Gary Mears

The popular press has suggested that video games may cause psychopathology. This study examined the relationship of videogame playing and several psychopathologies. This study found that high-rate videogame playing was not related to neuroticism, several measures of conduct disorders or other measures of pathology measured in this study. Frequent videogame players do not act out more often or have more drug- or school-related problems than infrequent players. Frequent players did seem to be more extraverted and to be less achievement-oriented than infrequent players. Videogame playing is probably an escapist or fun activity and did not seem to be related to psychopathology.


2018 ◽  
Vol 8 ◽  
pp. 185-188 ◽  
Author(s):  
Stefano Triberti ◽  
Luca Milani ◽  
Daniela Villani ◽  
Serena Grumi ◽  
Sara Peracchia ◽  
...  

2019 ◽  
Vol 40 (Supplement_1) ◽  
Author(s):  
J T Museli ◽  
L Zambruno ◽  
N Coria ◽  
G Giunta ◽  
J F Salmo ◽  
...  

Abstract Introduction Aortic stenosis (AS) patients are heterogeneous. The relationship between stenosis severity, transvalvular flow state and gradients is conflictive and non-linear. Objective To evaluate the relationship between transvalvular flow state and gradients with the anatomopathological aortic valve characteristics and perioperative morbimortality among patients (pt) submitted to aortic valve replacement (AVR). Methods We analyzed 516 pt with symptomatic severe AS (effective valve area <1 cm2) with preserved left ventricular ejection fraction (>50%) submitted to AVR. Perioperative mortality and a combined endpoint (death, low cardiac output syndrome and acute renal injury) were analyzed dividing the population by transvalvular flow (35 ml/m2) and mean gradient (40 mmHg), both measured by echocardiography. A morphologic evaluation of 383 operatively excised native cardiac valves was performed. Valvular thickening and calcification were categorized in mild, moderate and severe. Results Male subjects represented 52.9% (283 pt). Mean age were 69±11.5 years. Pt showed a mean ejection fraction of 61±4.8%, the peak gradient was 86.2±24 mmHg, and mean gradient was 53±18 mmHg. Cardiac low output syndrome (normal flow (NF) – 14%, low flow (LF) – 23%; p<0,02), IABP (NF 1,8%, LF 6%, p<0,02) and perioperative mortality (NF 2,7%, LF 7%, p<0,02) were more frequent in low flow pt (185 – 35%). Bicuspid valves represented 24.5% of the whole population. Bicuspid patients were younger 64±9 vs 73±12 years (p<0.05) and had more moderate–severe calcification (MSC) 93.4% vs 75.6% (p<0.05). No difference was found in moderate -severe thickening (MSTh) and MSC when analyzing the population by flow (35 ml/m2). On the contrary, low gradient pt (<40mmHg) had lower MSC and MSTh. (Table) Finally, 4 groups were considered: normal flow–high gradient NFHG (52.2%), normal flow–low gradient NFLG (12%), low flow–high gradient LFHG (25.5%) and low flow–low gradient LFLG (10.1%). A trend toward more perioperative events was seen in the LF-LG group despite less calcified and thickened valves. (Figure) Table 1 Normal Flow Low Flow P value Normal gradient Low gradient P value M-S thickening 143 (58.1%) 80 (58.3%) NS 186 (62.4%) 37 (43.5%) 0.0018 M-S calcification 195 (79.2%) 119 (86.8%) NS 263 (88.2%) 51 (60%) <0.05 Bicuspid valve 62 (25%) 32 (23%) NS 62 (25.2%) 32 (23.3%) NS M-S: Moderate-Severe. Figure 1 Conclusions In our population of severe symptomatic AS with preserved ejection fraction submitted to AVR, low gradient pts had less calcified and thickened valves. LFLG pts presented a trend towards more perioperative events despite having less valvular calcification.


Sign in / Sign up

Export Citation Format

Share Document