Flow

Author(s):  
Jeanne Nakamura ◽  
Dwight C.K. Tse ◽  
Shannon Shankland

Flow is an optimal psychological state characterized by the enjoyment of deep absorption in what one is doing. This psychological state is autotelic (i.e., rewarding in itself); experiencing flow intrinsically motivates individuals to engage in activities that are conducive to it. Research on the flow experience has shed light on the phenomenology of intrinsic motivation since Csikszentmihalyi (1975) first introduced the flow concept. This chapter (a) describes the dimensions and conditions of the flow experience, (b) reviews research on its psychological covariates, (c) highlights conceptual and operational differences among four flow-related constructs, (d) discusses theory and research on the temporal dynamics of flow experience, and (e) summarizes research on the neurophysiology of the flow state.

2020 ◽  
Author(s):  
Ali Darzi ◽  
Sean M McCrea ◽  
Domen Novak

BACKGROUND In affective exergames, game difficulty is dynamically adjusted to match the user’s physical and psychological state. Such an adjustment is commonly made based on a combination of performance measures (eg, in-game scores) and physiological measurements, which provide insight into the player’s psychological state. However, although many prototypes of affective games have been presented and many studies have shown that physiological measurements allow more accurate classification of the player’s psychological state than performance measures, few studies have examined whether dynamic difficulty adjustment (DDA) based on physiological measurements (which requires additional sensors) results in a better user experience than performance-based DDA or manual difficulty adjustment. OBJECTIVE This study aims to compare five DDA methods in an affective exergame: manual (player-controlled), random, performance-based, personality-performance–based, and physiology-personality-performance–based (all-data). METHODS A total of 50 participants (N=50) were divided into five groups, corresponding to the five DDA methods. They played an exergame version of Pong for 18 minutes, starting at a medium difficulty; every 2 minutes, two game difficulty parameters (ball speed and paddle size) were adjusted using the participant’s assigned DDA method. The DDA rules for the performance-based, personality-performance–based, and all-data groups were developed based on data from a previous open-loop study. Seven physiological responses were recorded throughout the sessions, and participants self-reported their preferred changes to difficulty every 2 minutes. After playing the game, participants reported their in-game experience using two questionnaires: the Intrinsic Motivation Inventory and the Flow Experience Measure. RESULTS Although the all-data method resulted in the most accurate changes to ball speed and paddle size (defined as the percentage match between DDA choice and participants’ preference), no significant differences between DDA methods were found on the Intrinsic Motivation Inventory and Flow Experience Measure. When the data from all four automated DDA methods were pooled together, the accuracy of changes in ball speed was significantly correlated with players’ enjoyment (<i>r</i>=0.38) and pressure (<i>r</i>=0.43). CONCLUSIONS Although our study is limited by the use of a between-subjects design and may not generalize to other exergame designs, the results do not currently support the inclusion of physiological measurements in affective exergames, as they did not result in an improved user experience. As the accuracy of difficulty changes is correlated with user experience, the results support the development of more effective DDA methods. However, they show that the inclusion of physiological measurements does not guarantee a better user experience even if it yields promising results in offline cross-validation. CLINICALTRIAL


10.2196/25771 ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e25771
Author(s):  
Ali Darzi ◽  
Sean M McCrea ◽  
Domen Novak

Background In affective exergames, game difficulty is dynamically adjusted to match the user’s physical and psychological state. Such an adjustment is commonly made based on a combination of performance measures (eg, in-game scores) and physiological measurements, which provide insight into the player’s psychological state. However, although many prototypes of affective games have been presented and many studies have shown that physiological measurements allow more accurate classification of the player’s psychological state than performance measures, few studies have examined whether dynamic difficulty adjustment (DDA) based on physiological measurements (which requires additional sensors) results in a better user experience than performance-based DDA or manual difficulty adjustment. Objective This study aims to compare five DDA methods in an affective exergame: manual (player-controlled), random, performance-based, personality-performance–based, and physiology-personality-performance–based (all-data). Methods A total of 50 participants (N=50) were divided into five groups, corresponding to the five DDA methods. They played an exergame version of Pong for 18 minutes, starting at a medium difficulty; every 2 minutes, two game difficulty parameters (ball speed and paddle size) were adjusted using the participant’s assigned DDA method. The DDA rules for the performance-based, personality-performance–based, and all-data groups were developed based on data from a previous open-loop study. Seven physiological responses were recorded throughout the sessions, and participants self-reported their preferred changes to difficulty every 2 minutes. After playing the game, participants reported their in-game experience using two questionnaires: the Intrinsic Motivation Inventory and the Flow Experience Measure. Results Although the all-data method resulted in the most accurate changes to ball speed and paddle size (defined as the percentage match between DDA choice and participants’ preference), no significant differences between DDA methods were found on the Intrinsic Motivation Inventory and Flow Experience Measure. When the data from all four automated DDA methods were pooled together, the accuracy of changes in ball speed was significantly correlated with players’ enjoyment (r=0.38) and pressure (r=0.43). Conclusions Although our study is limited by the use of a between-subjects design and may not generalize to other exergame designs, the results do not currently support the inclusion of physiological measurements in affective exergames, as they did not result in an improved user experience. As the accuracy of difficulty changes is correlated with user experience, the results support the development of more effective DDA methods. However, they show that the inclusion of physiological measurements does not guarantee a better user experience even if it yields promising results in offline cross-validation.


2019 ◽  
Vol 12 (1) ◽  
pp. 44-56
Author(s):  
Andhika Setya Pradana ◽  
Dona Eka Putri

Prokrastinasi akademik merupakan hal yang cukup umum terjadi di kalangan mahasiswa. Mahasiswa yang menganggap kemampuan yang dimiliki tidak seimbang dengan tantangan yang dirasakan pada suatu tugas cenderung melakukan prokrastinasi. Keseimbangan antara kemampuan yang diyakini dengan tantangan yang dirasakan merupakan salah satu dimensi dari flow experience. Penelitian ini bertujuan untuk menguji secara empiris hubungan flow experience dan prokrastinasi pada mahasiswa. Sampel penelitian berjumlah 110 orang yang dipilih berdasarkan metode non probability jenis purposive sampling dengan karakteristik mahasiswa Universitas Gunadarma angkatan tahun 2014 dan sedang mengerjakan tugas akhir berbentuk skripsi. Untuk mengukur flow experience digunakan Flow State Scale-General dan untuk mengukur prokrastinasi akademik digunakan Academic Procrastination Scale. Hasil penelitian menunjukan bahwa hipotesis penelitian diterima, yakni ada hubungan yang sangat signifikan antara flow experience dengan prokrastinasi akademik dengan arah hubungan negatif, artinya semakin tinggi flow experience, maka semakin rendah prokrastinasi akademik, dan sebaliknya, semakin rendah flow experience, maka semakin tinggi prokrastinasi akademik.


Author(s):  
Steven Lopes Abrantes ◽  
Luis Gouveia

Computer games are a form of e-learning; the player is able to learn at his own rhythm in a fun, but effective way. One of the most important aims of these educational games is to motivate the pupils to make learning easier by using their own experiences. This study is based on the flow experience introduced by Csikszentmihalyi (1975). The person who undergoes the flow experience feels pleased and fully emerged in what he is doing and tends to repeat the activity. In the context of this study, information has been gathered through questionnaires utilizing the five dimensions of the flow state. The sample used consisted on twenty nine pupils; each of them played five games. At the end of the study, it was possible to conclude that the pupils experienced the flow and that it had a positive effect on their learning experiences.


2019 ◽  
Vol 29 ◽  
Author(s):  
Jose Augusto Evangelho Hernandez ◽  
Rogério da Cunha Voser

Abstract Flow is an optimal psychological state, a very positive experience associated with high levels of performance in various areas of human activity such as sports. This study sought evidence for the construct validity of the Brazilian version of FSS-2 and, in this way, contribute with theoretical and empirical resources for the research and professional practice of Brazilian psychologists in the field of sports and physical exercise. This instrument provides a global measure and specifically measures nine dimensions of the flow experience. The participants were 366 athletes, men and women, 16-41 years of age, who played futsal, handball, volleyball and rugby and disputed the University Games Gaúchos 2015. The scores of the subjects were subjected to Confirmatory Factor Analysis. Indices of content, factorial, convergent and discriminant validities and internal consistency were found, discussed according to theoretical and empirical data from this line of research. We conclude that the general adjustments of the model were close to those obtained in the original studies.


2021 ◽  
Author(s):  
Ying Zhang ◽  
Yang Feng ◽  
Lin Song

Abstract (1) ObjectivesTai Chi Chuan has substantial benefits of strengthening the body, helping people to maintain a high level of energy, etc. In this paper, we investigated the experience and psychology state of Tai Chi Chuan exercise.(2) Equipment and methodsBased on flow theory, we used semi-structured interviews and Chinese flow state scale 2 (CFSS2) to study the experience and psychology state of college students exercising Tai Chi Chuan. (3) ResultsIn the process of Tai Chi Chuan, there did exist flow experience or a similar mental state. The score of "autotelic experience " dimension increased with exercise years increased, and the increasing time spent on Tai Chi Chuan after class was positively related to the score of "action-awareness merging " and "concentration on the task at hand "dimension. Also, an interaction effect was found.


Author(s):  
Е.Н. Холондович

Представлены результаты историко-психологического исследования психологического самочувствия человека в России конца XX - начала XXI вв. На первом этапе была разработана теоретическая модель этого конструкта, на втором с помощью метода фокус-групп дискутировались представления о нем респондентов. Качественному анализу подвергались эссе участников групп , были выделены 28 характеристик, отражающих его положительный и отрицательный статус . В задачи третьего этапа входило выявление изменений в психологическом самочувствии человека в России за последние 23 года истории страны. В качестве источника информации об изучаемом явлении была выбрана газета «Аргументы и факты». Всего обработке было подвергнуто 52 номера издания, включающие 5827 статей различного характера четырех временных периодов с 1993 по 2015 гг. При помощи метода машинного семантического анализа текстов с использованием языка php-программирования в них были вычленены слова, отражающие положительное и отрицательное психологическое самочувствие. Полученные числовые значения были подвергнуты ранжированию и статистической обработке. Положительные слова в СМИ упоминаются более часто, но они менее вариативны, в то время как отрицательные имеют свою временную динамику и нарастают из года в год. Таким образом, была показана динамика психологического самочувствия россиян в течение последних более чем 2-х десятилетий истории России. Также в сознании россиян было выявлено ценностное ядро, включающее характеристики «Работа», «Счастье», «Семья» и «Успех». Проведенный анализ подтвердил предположение о влиянии на самочувствие человека политических и экономических изменений в обществе: относительная стабильность улучшает психологическое самочувствие человека и наоборот. В целом можно говорить о положительной тональности психологического самочувствия человека в выбранный исторический период, хотя в условиях нестабильности общества страхи и тревоги граждан неизменно растут. The results of the study of a person's psychological state in Russia from the end of the XX - the beginning of the XXI centuries are presented. The study was carried out as part of historical psychology. A theoretical model of psychological state was created in the first stage of the research. During the discussion, respondents found out about the psychological state of a person using the focus group method; essays of group members underwent a qualitative analysis; then, 28 concepts were identified that reflect the positive and negative psychological well-being of a person at the second stage of the study. In the third stage of the research, the authors studied the changing of person's psychological state in Russia over the past 23 years of history. The newspaper «Arguments and Facts» was chosen as a source of information about the phenomenon under study. In total, 52 issues of the AiF newspaper were subjected to processing, including 5827 articles of various natures over four time periods from 1993 to 2015. The method of machine analysis of the text using the PHP-programming language allowed us to carry out semantic analysis and to isolate from the text the concepts reflecting the positive and negative psychological state of a person. Numerical values were subjected to ranking and statistical processing. The dynamics in the psychological state of a person of Russians during the last decades in the history of Russia has been revealed. Positive concepts in the media were mentioned more often, and they were less variable, while negative ones had their temporal dynamics and increased from year to year. It also revealed the core values in the minds of Russians, including the concepts of "Work," "Happiness," "Family," «and "Success." The analysis confirmed the assumption about the influence of political and economic changes in society on human well-being: relative political and economic stability improve the psychological state of a person. In General, we can talk about the positive coloring of the psychological state of a person. However, in conditions of instability of society, fears and anxieties of citizens are continually growing.


Motricidade ◽  
2018 ◽  
Vol 14 (1) ◽  
pp. 18
Author(s):  
Gisele Maria Silva ◽  
Simone Salvador Gomes ◽  
Marcelo Callegari Zanetti ◽  
Maria Regina Ferreira Brandão

Flow describes a mental state in which people seem to flow when they demonstrate a productive and motivated effort. This study sought to understand the significance that rugby athletes attribute to the flow state, the perception of the phenomena in the sports practice and the implications on performance. For that, 8 male athletes participated in the study, representing the juvenile and senior teams submitted to a semi-structured interview. The results indicated that flow occurs in situations that present balance between personal skills and challenges in sports activity. Success in the game, positive emotions, support/encouragement, recognition and overcoming were aspects that marked the experience elected as special. Making use of psychological strategies, high levels of concentration, feeling prepared for the game and positive emotions were cited as fundamental in achieving flow in the game. On the other hand, some aspects, besides causing harm, interrupted the flow: negative emotions, not perceiving one's self as prepared for the challenge, concentration problems, intragroup difficulties. Negative emotions and the feeling that one is not prepared for the challenge were aspects mentioned only by juvenile athletes. The athletes´ speech showed that although they could not describe the flow, they had already experienced this psychological state.


2013 ◽  
pp. 840-852
Author(s):  
Steven Lopes Abrantes ◽  
Luis Borges Gouveia

Computer games are a form of e-learning; the player is able to learn at his own rhythm in a fun, but effective way. One of the most important aims of these educational games is to motivate the pupils to make learning easier by using their own experiences. This study is based on the flow experience introduced by Csikszentmihalyi (1975). The person who undergoes the flow experience feels pleased and fully emerged in what he is doing and tends to repeat the activity. In the context of this study, information has been gathered through questionnaires utilizing the five dimensions of the flow state. The sample used consisted on twenty nine pupils; each of them played five games. At the end of the study, it was possible to conclude that the pupils experienced the flow and that it had a positive effect on their learning experiences.


2018 ◽  
Vol 49 (5) ◽  
pp. 538-552 ◽  
Author(s):  
Seungmin Lee ◽  
Nicholas D. Myers ◽  
Taiwoo Park ◽  
Christopher R. Hill ◽  
Deborah L. Feltz

Background. One way to motivate people to exercise is to create a motivating social context, such as group exercise, due to social comparison opportunities. However, typical group exercise is not always easy for those who have problems in scheduling or social physique anxiety. Software-generated partners (SGPs) could offer a solution because they have advantages over human partners. Aim. This exploratory study examined the psychological state of flow under Köhler paradigm over a 24-week exergame with different types of SGPs: Individual Control (IC), Always Superior Partner (AWS), and Not Always Superior Partner (NAS). Method. The experiment was a 3 (Type of the partner) × 3 (Time blocks) factorial design. Fifteen participants engaged in the experiment. A multivariate multiple regression with type of SGPs predicting flow state at the second and third block was conducted. Results. Participants with an NAS partner had significantly higher flow state, as compared to participants under IC, at both blocks. Participants with an AWS partner had approximately equal flow state, as compared to participants under IC, at both blocks. Conclusions. Possible reasons for flow perceptions with different types of SGPs over time were discussed in terms of programming SGPs and flow theory.


Sign in / Sign up

Export Citation Format

Share Document