A video-game-based method to induce states of high and low flow.

IF 4.6 2区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Behavior Research Methods Pub Date : 2024-08-01 Epub Date: 2023-10-20 DOI:10.3758/s13428-023-02251-w
Freya Joessel, Swann Pichon, Daphne Bavelier
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Abstract

Flow has been defined as a state of full immersion that may emerge when the skills of a person match the challenge of an activity. It is a special case of being on task, as during flow, keeping focused on the task feels effortless. Most experimental investigations of the neural or physiological correlates of flow contrast conditions with different levels of challenge. Yet comparing different levels of challenge that are too distant may trigger states where the participant is off task, such as boredom or frustration. Thus, it remains unclear whether previously observed differences ascribed to flow may rather reflect differences in how much participants were on task-trying their best-across the contrasted conditions. To remedy this, we introduce a method to manipulate flow by contrasting two video game play conditions at personalized levels of difficulty calibrated such that participants similarly tried their best in both conditions. Across three experiments (> 90 participants), higher flow was robustly reported in our high-flow than in our low-flow condition (mean effect size d = 1.31). Cardiac, respiratory, and skin conductance measures confirmed the known difference between a period of rest and the two on-task conditions of high and low flow, but failed to distinguish between these latter two. In light of the conflicting findings regarding the physiological correlates of flow, we discuss the importance of ensuring a low-flow baseline condition that maintains participants on task, and propose that the present method provides a methodological advance toward that goal.

Abstract Image

一种基于视频游戏的方法,用于诱导高流量和低流量状态。
Flow被定义为当一个人的技能与活动的挑战相匹配时可能出现的一种完全沉浸的状态。这是一种在任务中的特殊情况,因为在流程中,保持专注于任务感觉毫不费力。对具有不同挑战水平的流动对比条件的神经或生理相关性的大多数实验研究。然而,比较距离太远的不同挑战水平可能会引发参与者偏离任务的状态,例如无聊或沮丧。因此,目前尚不清楚先前观察到的归因于流量的差异是否反映了参与者在对比条件下尽最大努力完成任务的程度的差异。为了解决这一问题,我们引入了一种方法,通过在个性化难度水平下对比两种电子游戏游戏条件来操纵流量,从而使参与者在这两种条件下都尽了最大努力。在三个实验中(> 90名参与者),在我们的高流量条件下比在我们的低流量条件下报告的流量更高(平均效应大小d = 1.31)。心脏、呼吸和皮肤电导测量证实了休息时间与高流量和低流量两种任务条件之间的已知差异,但未能区分后两者。鉴于关于流量的生理相关性的相互矛盾的发现,我们讨论了确保低流量基线条件以维持参与者完成任务的重要性,并提出本方法为实现这一目标提供了方法上的进步。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
10.30
自引率
9.30%
发文量
266
期刊介绍: Behavior Research Methods publishes articles concerned with the methods, techniques, and instrumentation of research in experimental psychology. The journal focuses particularly on the use of computer technology in psychological research. An annual special issue is devoted to this field.
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