scholarly journals Peer Review #1 of "Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review (v0.1)"

Author(s):  
B Thissen
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.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Amit Sood ◽  
Rajendra Kumar Sharma ◽  
Amit Kumar Bhardwaj

PurposeThe purpose of this paper is to provide a comprehensive review on the academic journey of artificial intelligence (AI) in agriculture and to highlight the challenges and opportunities in adopting AI-based advancement in agricultural systems and processes.Design/methodology/approachThe authors conducted a bibliometric analysis of the extant literature on AI in agriculture to understand the status of development in this domain. Further, the authors proposed a framework based on two popular theories, namely, diffusion of innovation (DOI) and the unified theory of acceptance and use of technology (UTAUT), to identify the factors influencing the adoption of AI in agriculture.FindingsFour factors were identified, i.e. institutional factors, market factors, technology factors and stakeholder perception, which influence adopting AI in agriculture. Further, the authors indicated challenges under environmental, operational, technological, economical and social categories with opportunities in this area of research and business.Research limitations/implicationsThe proposed conceptual model needs empirical validation across countries or states to understand the effectiveness and relevance.Practical implicationsPractitioners and researchers can use these inputs to develop technology and business solutions with specific design elements to gain benefit of this technology at larger scale for increasing agriculture production.Social implicationsThis paper brings new developed methods and practices in agriculture for betterment of society.Originality/valueThis paper provides a comprehensive review of extant literature and presents a theoretical framework for researchers to further examine the interaction of independent variables responsible for adoption of AI in agriculture.Peer reviewThe peer review history for this article is available at: https://publons.com/publon/10.1108/OIR-10-2020-0448


Author(s):  
Yi Mou ◽  
Wei Peng

While the violent content of video games has caused wide concern among scholars, gender, and racial stereotypes in video games are still an understudied area. The purpose of this chapter is to provide a better understanding of the stereotypical phenomenon in video games. The book chapter first provides a comprehensive review of previous studies conducted upon gender-role and racial portrayals in video games. Then a small-scale content analysis on a sample of official trailers, introductory sequences and covers of 19 of the most popular video games is introduced. Finally, the implications of stereotype in video games and the possible social and psychological impacts on players, especially adolescent players, are discussed.


2018 ◽  
Vol 236 (12) ◽  
pp. 3223-3237 ◽  
Author(s):  
Martin Ulrich ◽  
Johannes Niemann ◽  
Markus Boland ◽  
Thomas Kammer ◽  
Filip Niemann ◽  
...  

2011 ◽  
Vol 6 (5) ◽  
pp. 414-428 ◽  
Author(s):  
Alasdair G. Thin ◽  
Lisa Hansen ◽  
Danny McEachen

Author(s):  
Ondřej Hrabec ◽  
Vladimír Chrz

The goal of this theoretical study is to conceptually revise the flow theory formulated originally by Mihaly Csikszentmihalyi. Concept of flow is one of the most frequently used terms that describe an optimal experience while performing activity and this does not apply only for video game industry. In this article we discuss the varieties of flow experience with respect to video games. Further, the authors emphasize relativity of the original concept of flow, understood as a universal experience of independent nature in terms of activity or personality of the participant. Following detailed analysis of existing literature and our previous empirical study, they define the concept of flow as a genre triad that portrays experience of climax, ilinx, and ludic trance. A further revision and extension of the original concept of flow is deemed necessary in order to map the variety of user experiences while playing video games with sufficient precision.


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